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 | * |
3870c4d8 |
19 | * - If we start by sorting the rectlist in descending order |
20 | * of area, we might be able to bias our random number |
21 | * selection to produce a few large rectangles more often |
22 | * than oodles of small ones? Unsure, but might be worth a |
23 | * try. |
24 | */ |
25 | |
26 | #include <stdio.h> |
27 | #include <stdlib.h> |
28 | #include <string.h> |
29 | #include <assert.h> |
b0e26073 |
30 | #include <ctype.h> |
3870c4d8 |
31 | #include <math.h> |
32 | |
33 | #include "puzzles.h" |
34 | |
3870c4d8 |
35 | enum { |
36 | COL_BACKGROUND, |
37 | COL_CORRECT, |
38 | COL_LINE, |
39 | COL_TEXT, |
40 | COL_GRID, |
08dd70c3 |
41 | COL_DRAG, |
3870c4d8 |
42 | NCOLOURS |
43 | }; |
44 | |
45 | struct game_params { |
46 | int w, h; |
aea3ed9a |
47 | float expandfactor; |
40fde884 |
48 | int unique; |
3870c4d8 |
49 | }; |
50 | |
51 | #define INDEX(state, x, y) (((y) * (state)->w) + (x)) |
52 | #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ]) |
53 | #define grid(state,x,y) index(state, (state)->grid, x, y) |
54 | #define vedge(state,x,y) index(state, (state)->vedge, x, y) |
55 | #define hedge(state,x,y) index(state, (state)->hedge, x, y) |
56 | |
57 | #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \ |
58 | (y) >= dy && (y) < (state)->h ) |
59 | #define RANGE(state,x,y) CRANGE(state,x,y,0,0) |
60 | #define HRANGE(state,x,y) CRANGE(state,x,y,0,1) |
61 | #define VRANGE(state,x,y) CRANGE(state,x,y,1,0) |
62 | |
63 | #define TILE_SIZE 24 |
64 | #define BORDER 18 |
65 | |
d4e7900f |
66 | #define CORNER_TOLERANCE 0.15F |
67 | #define CENTRE_TOLERANCE 0.15F |
68 | |
ef29354c |
69 | #define FLASH_TIME 0.13F |
70 | |
3870c4d8 |
71 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
72 | #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) |
73 | |
74 | struct game_state { |
75 | int w, h; |
76 | int *grid; /* contains the numbers */ |
77 | unsigned char *vedge; /* (w+1) x h */ |
78 | unsigned char *hedge; /* w x (h+1) */ |
2ac6d24e |
79 | int completed, cheated; |
3870c4d8 |
80 | }; |
81 | |
be8d5aa1 |
82 | static game_params *default_params(void) |
3870c4d8 |
83 | { |
84 | game_params *ret = snew(game_params); |
85 | |
86 | ret->w = ret->h = 7; |
aea3ed9a |
87 | ret->expandfactor = 0.0F; |
40fde884 |
88 | ret->unique = TRUE; |
3870c4d8 |
89 | |
90 | return ret; |
91 | } |
92 | |
be8d5aa1 |
93 | static int game_fetch_preset(int i, char **name, game_params **params) |
3870c4d8 |
94 | { |
95 | game_params *ret; |
96 | int w, h; |
97 | char buf[80]; |
98 | |
99 | switch (i) { |
100 | case 0: w = 7, h = 7; break; |
101 | case 1: w = 11, h = 11; break; |
102 | case 2: w = 15, h = 15; break; |
103 | case 3: w = 19, h = 19; break; |
104 | default: return FALSE; |
105 | } |
106 | |
107 | sprintf(buf, "%dx%d", w, h); |
108 | *name = dupstr(buf); |
109 | *params = ret = snew(game_params); |
110 | ret->w = w; |
111 | ret->h = h; |
aea3ed9a |
112 | ret->expandfactor = 0.0F; |
40fde884 |
113 | ret->unique = TRUE; |
3870c4d8 |
114 | return TRUE; |
115 | } |
116 | |
be8d5aa1 |
117 | static void free_params(game_params *params) |
3870c4d8 |
118 | { |
119 | sfree(params); |
120 | } |
121 | |
be8d5aa1 |
122 | static game_params *dup_params(game_params *params) |
3870c4d8 |
123 | { |
124 | game_params *ret = snew(game_params); |
125 | *ret = *params; /* structure copy */ |
126 | return ret; |
127 | } |
128 | |
1185e3c5 |
129 | static void decode_params(game_params *ret, char const *string) |
b0e26073 |
130 | { |
b0e26073 |
131 | ret->w = ret->h = atoi(string); |
aea3ed9a |
132 | while (*string && isdigit((unsigned char)*string)) string++; |
b0e26073 |
133 | if (*string == 'x') { |
134 | string++; |
135 | ret->h = atoi(string); |
aea3ed9a |
136 | while (*string && isdigit((unsigned char)*string)) string++; |
137 | } |
138 | if (*string == 'e') { |
139 | string++; |
140 | ret->expandfactor = atof(string); |
40fde884 |
141 | while (*string && |
142 | (*string == '.' || isdigit((unsigned char)*string))) string++; |
143 | } |
144 | if (*string == 'a') { |
145 | string++; |
146 | ret->unique = FALSE; |
b0e26073 |
147 | } |
b0e26073 |
148 | } |
149 | |
1185e3c5 |
150 | static char *encode_params(game_params *params, int full) |
b0e26073 |
151 | { |
152 | char data[256]; |
153 | |
154 | sprintf(data, "%dx%d", params->w, params->h); |
5472ceb6 |
155 | if (full && params->expandfactor) |
1185e3c5 |
156 | sprintf(data + strlen(data), "e%g", params->expandfactor); |
40fde884 |
157 | if (full && !params->unique) |
158 | strcat(data, "a"); |
b0e26073 |
159 | |
160 | return dupstr(data); |
161 | } |
162 | |
be8d5aa1 |
163 | static config_item *game_configure(game_params *params) |
3870c4d8 |
164 | { |
165 | config_item *ret; |
166 | char buf[80]; |
167 | |
168 | ret = snewn(5, config_item); |
169 | |
170 | ret[0].name = "Width"; |
171 | ret[0].type = C_STRING; |
172 | sprintf(buf, "%d", params->w); |
173 | ret[0].sval = dupstr(buf); |
174 | ret[0].ival = 0; |
175 | |
176 | ret[1].name = "Height"; |
177 | ret[1].type = C_STRING; |
178 | sprintf(buf, "%d", params->h); |
179 | ret[1].sval = dupstr(buf); |
180 | ret[1].ival = 0; |
181 | |
aea3ed9a |
182 | ret[2].name = "Expansion factor"; |
183 | ret[2].type = C_STRING; |
184 | sprintf(buf, "%g", params->expandfactor); |
185 | ret[2].sval = dupstr(buf); |
3870c4d8 |
186 | ret[2].ival = 0; |
187 | |
40fde884 |
188 | ret[3].name = "Ensure unique solution"; |
189 | ret[3].type = C_BOOLEAN; |
aea3ed9a |
190 | ret[3].sval = NULL; |
40fde884 |
191 | ret[3].ival = params->unique; |
192 | |
193 | ret[4].name = NULL; |
194 | ret[4].type = C_END; |
195 | ret[4].sval = NULL; |
196 | ret[4].ival = 0; |
aea3ed9a |
197 | |
3870c4d8 |
198 | return ret; |
199 | } |
200 | |
be8d5aa1 |
201 | static game_params *custom_params(config_item *cfg) |
3870c4d8 |
202 | { |
203 | game_params *ret = snew(game_params); |
204 | |
205 | ret->w = atoi(cfg[0].sval); |
206 | ret->h = atoi(cfg[1].sval); |
aea3ed9a |
207 | ret->expandfactor = atof(cfg[2].sval); |
40fde884 |
208 | ret->unique = cfg[3].ival; |
3870c4d8 |
209 | |
210 | return ret; |
211 | } |
212 | |
be8d5aa1 |
213 | static char *validate_params(game_params *params) |
3870c4d8 |
214 | { |
215 | if (params->w <= 0 && params->h <= 0) |
216 | return "Width and height must both be greater than zero"; |
d4e7900f |
217 | if (params->w < 2 && params->h < 2) |
218 | return "Grid area must be greater than one"; |
aea3ed9a |
219 | if (params->expandfactor < 0.0F) |
220 | return "Expansion factor may not be negative"; |
3870c4d8 |
221 | return NULL; |
222 | } |
223 | |
26801d29 |
224 | struct point { |
225 | int x, y; |
226 | }; |
227 | |
3870c4d8 |
228 | struct rect { |
229 | int x, y; |
230 | int w, h; |
231 | }; |
232 | |
233 | struct rectlist { |
234 | struct rect *rects; |
235 | int n; |
236 | }; |
237 | |
26801d29 |
238 | struct numberdata { |
239 | int area; |
240 | int npoints; |
241 | struct point *points; |
242 | }; |
243 | |
244 | /* ---------------------------------------------------------------------- |
245 | * Solver for Rectangles games. |
246 | * |
247 | * This solver is souped up beyond the needs of actually _solving_ |
248 | * a puzzle. It is also designed to cope with uncertainty about |
249 | * where the numbers have been placed. This is because I run it on |
250 | * my generated grids _before_ placing the numbers, and have it |
251 | * tell me where I need to place the numbers to ensure a unique |
252 | * solution. |
253 | */ |
254 | |
255 | static void remove_rect_placement(int w, int h, |
256 | struct rectlist *rectpositions, |
257 | int *overlaps, |
258 | int rectnum, int placement) |
259 | { |
260 | int x, y, xx, yy; |
261 | |
262 | #ifdef SOLVER_DIAGNOSTICS |
263 | printf("ruling out rect %d placement at %d,%d w=%d h=%d\n", rectnum, |
264 | rectpositions[rectnum].rects[placement].x, |
265 | rectpositions[rectnum].rects[placement].y, |
266 | rectpositions[rectnum].rects[placement].w, |
267 | rectpositions[rectnum].rects[placement].h); |
268 | #endif |
269 | |
270 | /* |
271 | * Decrement each entry in the overlaps array to reflect the |
272 | * removal of this rectangle placement. |
273 | */ |
274 | for (yy = 0; yy < rectpositions[rectnum].rects[placement].h; yy++) { |
275 | y = yy + rectpositions[rectnum].rects[placement].y; |
276 | for (xx = 0; xx < rectpositions[rectnum].rects[placement].w; xx++) { |
277 | x = xx + rectpositions[rectnum].rects[placement].x; |
278 | |
279 | assert(overlaps[(rectnum * h + y) * w + x] != 0); |
280 | |
281 | if (overlaps[(rectnum * h + y) * w + x] > 0) |
282 | overlaps[(rectnum * h + y) * w + x]--; |
283 | } |
284 | } |
285 | |
286 | /* |
287 | * Remove the placement from the list of positions for that |
288 | * rectangle, by interchanging it with the one on the end. |
289 | */ |
290 | if (placement < rectpositions[rectnum].n - 1) { |
291 | struct rect t; |
292 | |
293 | t = rectpositions[rectnum].rects[rectpositions[rectnum].n - 1]; |
294 | rectpositions[rectnum].rects[rectpositions[rectnum].n - 1] = |
295 | rectpositions[rectnum].rects[placement]; |
296 | rectpositions[rectnum].rects[placement] = t; |
297 | } |
298 | rectpositions[rectnum].n--; |
299 | } |
300 | |
301 | static void remove_number_placement(int w, int h, struct numberdata *number, |
302 | int index, int *rectbyplace) |
303 | { |
304 | /* |
305 | * Remove the entry from the rectbyplace array. |
306 | */ |
307 | rectbyplace[number->points[index].y * w + number->points[index].x] = -1; |
308 | |
309 | /* |
310 | * Remove the placement from the list of candidates for that |
311 | * number, by interchanging it with the one on the end. |
312 | */ |
313 | if (index < number->npoints - 1) { |
314 | struct point t; |
315 | |
316 | t = number->points[number->npoints - 1]; |
317 | number->points[number->npoints - 1] = number->points[index]; |
318 | number->points[index] = t; |
319 | } |
320 | number->npoints--; |
321 | } |
322 | |
323 | static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, |
324 | random_state *rs) |
325 | { |
326 | struct rectlist *rectpositions; |
327 | int *overlaps, *rectbyplace, *workspace; |
328 | int i, ret; |
329 | |
330 | /* |
331 | * Start by setting up a list of candidate positions for each |
332 | * rectangle. |
333 | */ |
334 | rectpositions = snewn(nrects, struct rectlist); |
335 | for (i = 0; i < nrects; i++) { |
336 | int rw, rh, area = numbers[i].area; |
337 | int j, minx, miny, maxx, maxy; |
338 | struct rect *rlist; |
339 | int rlistn, rlistsize; |
340 | |
341 | /* |
342 | * For each rectangle, begin by finding the bounding |
343 | * rectangle of its candidate number placements. |
344 | */ |
345 | maxx = maxy = -1; |
346 | minx = w; |
347 | miny = h; |
348 | for (j = 0; j < numbers[i].npoints; j++) { |
349 | if (minx > numbers[i].points[j].x) minx = numbers[i].points[j].x; |
350 | if (miny > numbers[i].points[j].y) miny = numbers[i].points[j].y; |
351 | if (maxx < numbers[i].points[j].x) maxx = numbers[i].points[j].x; |
352 | if (maxy < numbers[i].points[j].y) maxy = numbers[i].points[j].y; |
353 | } |
354 | |
355 | /* |
356 | * Now loop over all possible rectangle placements |
357 | * overlapping a point within that bounding rectangle; |
358 | * ensure each one actually contains a candidate number |
359 | * placement, and add it to the list. |
360 | */ |
361 | rlist = NULL; |
362 | rlistn = rlistsize = 0; |
363 | |
364 | for (rw = 1; rw <= area && rw <= w; rw++) { |
365 | int x, y; |
366 | |
367 | if (area % rw) |
368 | continue; |
369 | rh = area / rw; |
370 | if (rh > h) |
371 | continue; |
372 | |
373 | for (y = miny - rh + 1; y <= maxy; y++) { |
374 | if (y < 0 || y+rh > h) |
375 | continue; |
376 | |
377 | for (x = minx - rw + 1; x <= maxx; x++) { |
378 | if (x < 0 || x+rw > w) |
379 | continue; |
380 | |
381 | /* |
382 | * See if we can find a candidate number |
383 | * placement within this rectangle. |
384 | */ |
385 | for (j = 0; j < numbers[i].npoints; j++) |
386 | if (numbers[i].points[j].x >= x && |
387 | numbers[i].points[j].x < x+rw && |
388 | numbers[i].points[j].y >= y && |
389 | numbers[i].points[j].y < y+rh) |
390 | break; |
391 | |
392 | if (j < numbers[i].npoints) { |
393 | /* |
394 | * Add this to the list of candidate |
395 | * placements for this rectangle. |
396 | */ |
397 | if (rlistn >= rlistsize) { |
398 | rlistsize = rlistn + 32; |
399 | rlist = sresize(rlist, rlistsize, struct rect); |
400 | } |
401 | rlist[rlistn].x = x; |
402 | rlist[rlistn].y = y; |
403 | rlist[rlistn].w = rw; |
404 | rlist[rlistn].h = rh; |
405 | #ifdef SOLVER_DIAGNOSTICS |
406 | printf("rect %d [area %d]: candidate position at" |
407 | " %d,%d w=%d h=%d\n", |
408 | i, area, x, y, rw, rh); |
409 | #endif |
410 | rlistn++; |
411 | } |
412 | } |
413 | } |
414 | } |
415 | |
416 | rectpositions[i].rects = rlist; |
417 | rectpositions[i].n = rlistn; |
418 | } |
419 | |
420 | /* |
421 | * Next, construct a multidimensional array tracking how many |
422 | * candidate positions for each rectangle overlap each square. |
423 | * |
424 | * Indexing of this array is by the formula |
425 | * |
426 | * overlaps[(rectindex * h + y) * w + x] |
427 | */ |
428 | overlaps = snewn(nrects * w * h, int); |
429 | memset(overlaps, 0, nrects * w * h * sizeof(int)); |
430 | for (i = 0; i < nrects; i++) { |
431 | int j; |
432 | |
433 | for (j = 0; j < rectpositions[i].n; j++) { |
434 | int xx, yy; |
435 | |
436 | for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) |
437 | for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) |
438 | overlaps[(i * h + yy+rectpositions[i].rects[j].y) * w + |
439 | xx+rectpositions[i].rects[j].x]++; |
440 | } |
441 | } |
442 | |
443 | /* |
444 | * Also we want an array covering the grid once, to make it |
445 | * easy to figure out which squares are candidate number |
446 | * placements for which rectangles. (The existence of this |
447 | * single array assumes that no square starts off as a |
448 | * candidate number placement for more than one rectangle. This |
449 | * assumption is justified, because this solver is _either_ |
450 | * used to solve real problems - in which case there is a |
451 | * single placement for every number - _or_ used to decide on |
452 | * number placements for a new puzzle, in which case each |
453 | * number's placements are confined to the intended position of |
454 | * the rectangle containing that number.) |
455 | */ |
456 | rectbyplace = snewn(w * h, int); |
457 | for (i = 0; i < w*h; i++) |
458 | rectbyplace[i] = -1; |
459 | |
460 | for (i = 0; i < nrects; i++) { |
461 | int j; |
462 | |
463 | for (j = 0; j < numbers[i].npoints; j++) { |
464 | int x = numbers[i].points[j].x; |
465 | int y = numbers[i].points[j].y; |
466 | |
467 | assert(rectbyplace[y * w + x] == -1); |
468 | rectbyplace[y * w + x] = i; |
469 | } |
470 | } |
471 | |
472 | workspace = snewn(nrects, int); |
473 | |
474 | /* |
475 | * Now run the actual deduction loop. |
476 | */ |
477 | while (1) { |
478 | int done_something = FALSE; |
479 | |
480 | #ifdef SOLVER_DIAGNOSTICS |
481 | printf("starting deduction loop\n"); |
482 | |
483 | for (i = 0; i < nrects; i++) { |
484 | printf("rect %d overlaps:\n", i); |
485 | { |
486 | int x, y; |
487 | for (y = 0; y < h; y++) { |
488 | for (x = 0; x < w; x++) { |
489 | printf("%3d", overlaps[(i * h + y) * w + x]); |
490 | } |
491 | printf("\n"); |
492 | } |
493 | } |
494 | } |
495 | printf("rectbyplace:\n"); |
496 | { |
497 | int x, y; |
498 | for (y = 0; y < h; y++) { |
499 | for (x = 0; x < w; x++) { |
500 | printf("%3d", rectbyplace[y * w + x]); |
501 | } |
502 | printf("\n"); |
503 | } |
504 | } |
505 | #endif |
506 | |
507 | /* |
508 | * Housekeeping. Look for rectangles whose number has only |
509 | * one candidate position left, and mark that square as |
510 | * known if it isn't already. |
511 | */ |
512 | for (i = 0; i < nrects; i++) { |
513 | if (numbers[i].npoints == 1) { |
514 | int x = numbers[i].points[0].x; |
515 | int y = numbers[i].points[0].y; |
516 | if (overlaps[(i * h + y) * w + x] >= -1) { |
517 | int j; |
518 | |
519 | assert(overlaps[(i * h + y) * w + x] > 0); |
520 | #ifdef SOLVER_DIAGNOSTICS |
521 | printf("marking %d,%d as known for rect %d" |
522 | " (sole remaining number position)\n", x, y, i); |
523 | #endif |
524 | |
525 | for (j = 0; j < nrects; j++) |
526 | overlaps[(j * h + y) * w + x] = -1; |
527 | |
528 | overlaps[(i * h + y) * w + x] = -2; |
529 | } |
530 | } |
531 | } |
532 | |
533 | /* |
534 | * Now look at the intersection of all possible placements |
535 | * for each rectangle, and mark all squares in that |
536 | * intersection as known for that rectangle if they aren't |
537 | * already. |
538 | */ |
539 | for (i = 0; i < nrects; i++) { |
540 | int minx, miny, maxx, maxy, xx, yy, j; |
541 | |
542 | minx = miny = 0; |
543 | maxx = w; |
544 | maxy = h; |
545 | |
546 | for (j = 0; j < rectpositions[i].n; j++) { |
547 | int x = rectpositions[i].rects[j].x; |
548 | int y = rectpositions[i].rects[j].y; |
549 | int w = rectpositions[i].rects[j].w; |
550 | int h = rectpositions[i].rects[j].h; |
551 | |
552 | if (minx < x) minx = x; |
553 | if (miny < y) miny = y; |
554 | if (maxx > x+w) maxx = x+w; |
555 | if (maxy > y+h) maxy = y+h; |
556 | } |
557 | |
558 | for (yy = miny; yy < maxy; yy++) |
559 | for (xx = minx; xx < maxx; xx++) |
560 | if (overlaps[(i * h + yy) * w + xx] >= -1) { |
561 | assert(overlaps[(i * h + yy) * w + xx] > 0); |
562 | #ifdef SOLVER_DIAGNOSTICS |
563 | printf("marking %d,%d as known for rect %d" |
564 | " (intersection of all placements)\n", |
565 | xx, yy, i); |
566 | #endif |
567 | |
568 | for (j = 0; j < nrects; j++) |
569 | overlaps[(j * h + yy) * w + xx] = -1; |
570 | |
571 | overlaps[(i * h + yy) * w + xx] = -2; |
572 | } |
573 | } |
574 | |
575 | /* |
576 | * Rectangle-focused deduction. Look at each rectangle in |
577 | * turn and try to rule out some of its candidate |
578 | * placements. |
579 | */ |
580 | for (i = 0; i < nrects; i++) { |
581 | int j; |
582 | |
583 | for (j = 0; j < rectpositions[i].n; j++) { |
584 | int xx, yy, k; |
585 | int del = FALSE; |
586 | |
587 | for (k = 0; k < nrects; k++) |
588 | workspace[k] = 0; |
589 | |
590 | for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) { |
591 | int y = yy + rectpositions[i].rects[j].y; |
592 | for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) { |
593 | int x = xx + rectpositions[i].rects[j].x; |
594 | |
595 | if (overlaps[(i * h + y) * w + x] == -1) { |
596 | /* |
597 | * This placement overlaps a square |
598 | * which is _known_ to be part of |
599 | * another rectangle. Therefore we must |
600 | * rule it out. |
601 | */ |
602 | #ifdef SOLVER_DIAGNOSTICS |
603 | printf("rect %d placement at %d,%d w=%d h=%d " |
604 | "contains %d,%d which is known-other\n", i, |
605 | rectpositions[i].rects[j].x, |
606 | rectpositions[i].rects[j].y, |
607 | rectpositions[i].rects[j].w, |
608 | rectpositions[i].rects[j].h, |
609 | x, y); |
610 | #endif |
611 | del = TRUE; |
612 | } |
613 | |
614 | if (rectbyplace[y * w + x] != -1) { |
615 | /* |
616 | * This placement overlaps one of the |
617 | * candidate number placements for some |
618 | * rectangle. Count it. |
619 | */ |
620 | workspace[rectbyplace[y * w + x]]++; |
621 | } |
622 | } |
623 | } |
624 | |
625 | if (!del) { |
626 | /* |
627 | * If we haven't ruled this placement out |
628 | * already, see if it overlaps _all_ of the |
629 | * candidate number placements for any |
630 | * rectangle. If so, we can rule it out. |
631 | */ |
632 | for (k = 0; k < nrects; k++) |
633 | if (k != i && workspace[k] == numbers[k].npoints) { |
634 | #ifdef SOLVER_DIAGNOSTICS |
635 | printf("rect %d placement at %d,%d w=%d h=%d " |
636 | "contains all number points for rect %d\n", |
637 | i, |
638 | rectpositions[i].rects[j].x, |
639 | rectpositions[i].rects[j].y, |
640 | rectpositions[i].rects[j].w, |
641 | rectpositions[i].rects[j].h, |
642 | k); |
643 | #endif |
644 | del = TRUE; |
645 | break; |
646 | } |
647 | |
648 | /* |
649 | * Failing that, see if it overlaps at least |
650 | * one of the candidate number placements for |
651 | * itself! (This might not be the case if one |
652 | * of those number placements has been removed |
653 | * recently.). |
654 | */ |
655 | if (!del && workspace[i] == 0) { |
656 | #ifdef SOLVER_DIAGNOSTICS |
657 | printf("rect %d placement at %d,%d w=%d h=%d " |
658 | "contains none of its own number points\n", |
659 | i, |
660 | rectpositions[i].rects[j].x, |
661 | rectpositions[i].rects[j].y, |
662 | rectpositions[i].rects[j].w, |
663 | rectpositions[i].rects[j].h); |
664 | #endif |
665 | del = TRUE; |
666 | } |
667 | } |
668 | |
669 | if (del) { |
670 | remove_rect_placement(w, h, rectpositions, overlaps, i, j); |
671 | |
672 | j--; /* don't skip over next placement */ |
673 | |
674 | done_something = TRUE; |
675 | } |
676 | } |
677 | } |
678 | |
679 | /* |
680 | * Square-focused deduction. Look at each square not marked |
681 | * as known, and see if there are any which can only be |
682 | * part of a single rectangle. |
683 | */ |
684 | { |
685 | int x, y, n, index; |
686 | for (y = 0; y < h; y++) for (x = 0; x < w; x++) { |
687 | /* Known squares are marked as <0 everywhere, so we only need |
688 | * to check the overlaps entry for rect 0. */ |
689 | if (overlaps[y * w + x] < 0) |
690 | continue; /* known already */ |
691 | |
692 | n = 0; |
693 | index = -1; |
694 | for (i = 0; i < nrects; i++) |
695 | if (overlaps[(i * h + y) * w + x] > 0) |
696 | n++, index = i; |
697 | |
698 | if (n == 1) { |
699 | int j; |
700 | |
701 | /* |
702 | * Now we can rule out all placements for |
703 | * rectangle `index' which _don't_ contain |
704 | * square x,y. |
705 | */ |
706 | #ifdef SOLVER_DIAGNOSTICS |
707 | printf("square %d,%d can only be in rectangle %d\n", |
708 | x, y, index); |
709 | #endif |
710 | for (j = 0; j < rectpositions[index].n; j++) { |
711 | struct rect *r = &rectpositions[index].rects[j]; |
712 | if (x >= r->x && x < r->x + r->w && |
713 | y >= r->y && y < r->y + r->h) |
714 | continue; /* this one is OK */ |
715 | remove_rect_placement(w, h, rectpositions, overlaps, |
716 | index, j); |
717 | j--; /* don't skip over next placement */ |
718 | done_something = TRUE; |
719 | } |
720 | } |
721 | } |
722 | } |
723 | |
724 | /* |
725 | * If we've managed to deduce anything by normal means, |
726 | * loop round again and see if there's more to be done. |
727 | * Only if normal deduction has completely failed us should |
728 | * we now move on to narrowing down the possible number |
729 | * placements. |
730 | */ |
731 | if (done_something) |
732 | continue; |
733 | |
734 | /* |
735 | * Now we have done everything we can with the current set |
736 | * of number placements. So we need to winnow the number |
737 | * placements so as to narrow down the possibilities. We do |
738 | * this by searching for a candidate placement (of _any_ |
739 | * rectangle) which overlaps a candidate placement of the |
740 | * number for some other rectangle. |
741 | */ |
742 | { |
743 | struct rpn { |
744 | int rect; |
745 | int placement; |
746 | int number; |
747 | } *rpns = NULL; |
748 | int nrpns = 0, rpnsize = 0; |
749 | int j; |
750 | |
751 | for (i = 0; i < nrects; i++) { |
752 | for (j = 0; j < rectpositions[i].n; j++) { |
753 | int xx, yy; |
754 | |
755 | for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) { |
756 | int y = yy + rectpositions[i].rects[j].y; |
757 | for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) { |
758 | int x = xx + rectpositions[i].rects[j].x; |
759 | |
760 | if (rectbyplace[y * w + x] >= 0 && |
761 | rectbyplace[y * w + x] != i) { |
762 | /* |
763 | * Add this to the list of |
764 | * winnowing possibilities. |
765 | */ |
766 | if (nrpns >= rpnsize) { |
767 | rpnsize = rpnsize * 3 / 2 + 32; |
768 | rpns = sresize(rpns, rpnsize, struct rpn); |
769 | } |
770 | rpns[nrpns].rect = i; |
771 | rpns[nrpns].placement = j; |
772 | rpns[nrpns].number = rectbyplace[y * w + x]; |
773 | nrpns++; |
774 | } |
775 | } |
776 | } |
777 | |
778 | } |
779 | } |
780 | |
781 | #ifdef SOLVER_DIAGNOSTICS |
782 | printf("%d candidate rect placements we could eliminate\n", nrpns); |
783 | #endif |
784 | if (nrpns > 0) { |
785 | /* |
786 | * Now choose one of these unwanted rectangle |
787 | * placements, and eliminate it. |
788 | */ |
789 | int index = random_upto(rs, nrpns); |
790 | int k, m; |
791 | struct rpn rpn = rpns[index]; |
792 | struct rect r; |
793 | sfree(rpns); |
794 | |
795 | i = rpn.rect; |
796 | j = rpn.placement; |
797 | k = rpn.number; |
798 | r = rectpositions[i].rects[j]; |
799 | |
800 | /* |
801 | * We rule out placement j of rectangle i by means |
802 | * of removing all of rectangle k's candidate |
803 | * number placements which do _not_ overlap it. |
804 | * This will ensure that it is eliminated during |
805 | * the next pass of rectangle-focused deduction. |
806 | */ |
807 | #ifdef SOLVER_DIAGNOSTICS |
808 | printf("ensuring number for rect %d is within" |
809 | " rect %d's placement at %d,%d w=%d h=%d\n", |
810 | k, i, r.x, r.y, r.w, r.h); |
811 | #endif |
812 | |
813 | for (m = 0; m < numbers[k].npoints; m++) { |
814 | int x = numbers[k].points[m].x; |
815 | int y = numbers[k].points[m].y; |
816 | |
817 | if (x < r.x || x >= r.x + r.w || |
818 | y < r.y || y >= r.y + r.h) { |
819 | #ifdef SOLVER_DIAGNOSTICS |
820 | printf("eliminating number for rect %d at %d,%d\n", |
821 | k, x, y); |
822 | #endif |
823 | remove_number_placement(w, h, &numbers[k], |
824 | m, rectbyplace); |
825 | m--; /* don't skip the next one */ |
826 | done_something = TRUE; |
827 | } |
828 | } |
829 | } |
830 | } |
831 | |
832 | if (!done_something) { |
833 | #ifdef SOLVER_DIAGNOSTICS |
834 | printf("terminating deduction loop\n"); |
835 | #endif |
836 | break; |
837 | } |
838 | } |
839 | |
840 | ret = TRUE; |
841 | for (i = 0; i < nrects; i++) { |
842 | #ifdef SOLVER_DIAGNOSTICS |
843 | printf("rect %d has %d possible placements\n", |
844 | i, rectpositions[i].n); |
845 | #endif |
846 | assert(rectpositions[i].n > 0); |
847 | if (rectpositions[i].n > 1) |
848 | ret = FALSE; |
849 | } |
850 | |
851 | /* |
852 | * Free up all allocated storage. |
853 | */ |
854 | sfree(workspace); |
855 | sfree(rectbyplace); |
856 | sfree(overlaps); |
857 | for (i = 0; i < nrects; i++) |
858 | sfree(rectpositions[i].rects); |
859 | sfree(rectpositions); |
860 | |
861 | return ret; |
862 | } |
863 | |
864 | /* ---------------------------------------------------------------------- |
865 | * Grid generation code. |
866 | */ |
867 | |
3870c4d8 |
868 | static struct rectlist *get_rectlist(game_params *params, int *grid) |
869 | { |
870 | int rw, rh; |
871 | int x, y; |
872 | int maxarea; |
873 | struct rect *rects = NULL; |
874 | int nrects = 0, rectsize = 0; |
875 | |
876 | /* |
d4e7900f |
877 | * Maximum rectangle area is 1/6 of total grid size, unless |
878 | * this means we can't place any rectangles at all in which |
879 | * case we set it to 2 at minimum. |
3870c4d8 |
880 | */ |
881 | maxarea = params->w * params->h / 6; |
d4e7900f |
882 | if (maxarea < 2) |
883 | maxarea = 2; |
3870c4d8 |
884 | |
885 | for (rw = 1; rw <= params->w; rw++) |
886 | for (rh = 1; rh <= params->h; rh++) { |
887 | if (rw * rh > maxarea) |
888 | continue; |
889 | if (rw * rh == 1) |
890 | continue; |
891 | for (x = 0; x <= params->w - rw; x++) |
892 | for (y = 0; y <= params->h - rh; y++) { |
3870c4d8 |
893 | if (nrects >= rectsize) { |
894 | rectsize = nrects + 256; |
895 | rects = sresize(rects, rectsize, struct rect); |
896 | } |
897 | |
898 | rects[nrects].x = x; |
899 | rects[nrects].y = y; |
900 | rects[nrects].w = rw; |
901 | rects[nrects].h = rh; |
902 | nrects++; |
903 | } |
904 | } |
905 | |
906 | if (nrects > 0) { |
907 | struct rectlist *ret; |
908 | ret = snew(struct rectlist); |
909 | ret->rects = rects; |
910 | ret->n = nrects; |
911 | return ret; |
912 | } else { |
913 | assert(rects == NULL); /* hence no need to free */ |
914 | return NULL; |
915 | } |
916 | } |
917 | |
918 | static void free_rectlist(struct rectlist *list) |
919 | { |
920 | sfree(list->rects); |
921 | sfree(list); |
922 | } |
923 | |
924 | static void place_rect(game_params *params, int *grid, struct rect r) |
925 | { |
926 | int idx = INDEX(params, r.x, r.y); |
927 | int x, y; |
928 | |
929 | for (x = r.x; x < r.x+r.w; x++) |
930 | for (y = r.y; y < r.y+r.h; y++) { |
931 | index(params, grid, x, y) = idx; |
932 | } |
933 | #ifdef GENERATION_DIAGNOSTICS |
934 | printf(" placing rectangle at (%d,%d) size %d x %d\n", |
935 | r.x, r.y, r.w, r.h); |
936 | #endif |
937 | } |
938 | |
939 | static struct rect find_rect(game_params *params, int *grid, int x, int y) |
940 | { |
941 | int idx, w, h; |
942 | struct rect r; |
943 | |
944 | /* |
945 | * Find the top left of the rectangle. |
946 | */ |
947 | idx = index(params, grid, x, y); |
948 | |
949 | if (idx < 0) { |
950 | r.x = x; |
951 | r.y = y; |
952 | r.w = r.h = 1; |
953 | return r; /* 1x1 singleton here */ |
954 | } |
955 | |
956 | y = idx / params->w; |
957 | x = idx % params->w; |
958 | |
959 | /* |
960 | * Find the width and height of the rectangle. |
961 | */ |
962 | for (w = 1; |
963 | (x+w < params->w && index(params,grid,x+w,y)==idx); |
964 | w++); |
965 | for (h = 1; |
966 | (y+h < params->h && index(params,grid,x,y+h)==idx); |
967 | h++); |
968 | |
969 | r.x = x; |
970 | r.y = y; |
971 | r.w = w; |
972 | r.h = h; |
973 | |
974 | return r; |
975 | } |
976 | |
977 | #ifdef GENERATION_DIAGNOSTICS |
aea3ed9a |
978 | static void display_grid(game_params *params, int *grid, int *numbers, int all) |
3870c4d8 |
979 | { |
980 | unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), |
981 | unsigned char); |
3870c4d8 |
982 | int x, y; |
983 | int r = (params->w*2+3); |
984 | |
aea3ed9a |
985 | memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); |
986 | |
3870c4d8 |
987 | for (x = 0; x < params->w; x++) |
988 | for (y = 0; y < params->h; y++) { |
989 | int i = index(params, grid, x, y); |
990 | if (x == 0 || index(params, grid, x-1, y) != i) |
991 | egrid[(2*y+2) * r + (2*x+1)] = 1; |
992 | if (x == params->w-1 || index(params, grid, x+1, y) != i) |
993 | egrid[(2*y+2) * r + (2*x+3)] = 1; |
994 | if (y == 0 || index(params, grid, x, y-1) != i) |
995 | egrid[(2*y+1) * r + (2*x+2)] = 1; |
996 | if (y == params->h-1 || index(params, grid, x, y+1) != i) |
997 | egrid[(2*y+3) * r + (2*x+2)] = 1; |
998 | } |
999 | |
1000 | for (y = 1; y < 2*params->h+2; y++) { |
1001 | for (x = 1; x < 2*params->w+2; x++) { |
1002 | if (!((y|x)&1)) { |
aea3ed9a |
1003 | int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0; |
1004 | if (k || (all && numbers)) printf("%2d", k); else printf(" "); |
3870c4d8 |
1005 | } else if (!((y&x)&1)) { |
1006 | int v = egrid[y*r+x]; |
1007 | if ((y&1) && v) v = '-'; |
1008 | if ((x&1) && v) v = '|'; |
1009 | if (!v) v = ' '; |
1010 | putchar(v); |
1011 | if (!(x&1)) putchar(v); |
1012 | } else { |
1013 | int c, d = 0; |
1014 | if (egrid[y*r+(x+1)]) d |= 1; |
1015 | if (egrid[(y-1)*r+x]) d |= 2; |
1016 | if (egrid[y*r+(x-1)]) d |= 4; |
1017 | if (egrid[(y+1)*r+x]) d |= 8; |
1018 | c = " ??+?-++?+|+++++"[d]; |
1019 | putchar(c); |
1020 | if (!(x&1)) putchar(c); |
1021 | } |
1022 | } |
1023 | putchar('\n'); |
1024 | } |
1025 | |
1026 | sfree(egrid); |
1027 | } |
1028 | #endif |
1029 | |
2ac6d24e |
1030 | struct game_aux_info { |
1031 | int w, h; |
1032 | unsigned char *vedge; /* (w+1) x h */ |
1033 | unsigned char *hedge; /* w x (h+1) */ |
1034 | }; |
1035 | |
1185e3c5 |
1036 | static char *new_game_desc(game_params *params, random_state *rs, |
6f2d8d7c |
1037 | game_aux_info **aux) |
3870c4d8 |
1038 | { |
26801d29 |
1039 | int *grid, *numbers = NULL; |
3870c4d8 |
1040 | struct rectlist *list; |
aea3ed9a |
1041 | int x, y, y2, y2last, yx, run, i; |
1185e3c5 |
1042 | char *desc, *p; |
aea3ed9a |
1043 | game_params params2real, *params2 = ¶ms2real; |
3870c4d8 |
1044 | |
26801d29 |
1045 | while (1) { |
1046 | /* |
1047 | * Set up the smaller width and height which we will use to |
1048 | * generate the base grid. |
1049 | */ |
1050 | params2->w = params->w / (1.0F + params->expandfactor); |
1051 | if (params2->w < 2 && params->w >= 2) params2->w = 2; |
1052 | params2->h = params->h / (1.0F + params->expandfactor); |
1053 | if (params2->h < 2 && params->h >= 2) params2->h = 2; |
aea3ed9a |
1054 | |
26801d29 |
1055 | grid = snewn(params2->w * params2->h, int); |
3870c4d8 |
1056 | |
26801d29 |
1057 | for (y = 0; y < params2->h; y++) |
1058 | for (x = 0; x < params2->w; x++) { |
1059 | index(params2, grid, x, y) = -1; |
1060 | } |
3870c4d8 |
1061 | |
26801d29 |
1062 | list = get_rectlist(params2, grid); |
1063 | assert(list != NULL); |
3870c4d8 |
1064 | |
1065 | /* |
26801d29 |
1066 | * Place rectangles until we can't any more. |
3870c4d8 |
1067 | */ |
26801d29 |
1068 | while (list->n > 0) { |
1069 | int i, m; |
1070 | struct rect r; |
1071 | |
1072 | /* |
1073 | * Pick a random rectangle. |
1074 | */ |
1075 | i = random_upto(rs, list->n); |
1076 | r = list->rects[i]; |
1077 | |
1078 | /* |
1079 | * Place it. |
1080 | */ |
1081 | place_rect(params2, grid, r); |
1082 | |
1083 | /* |
1084 | * Winnow the list by removing any rectangles which |
1085 | * overlap this one. |
1086 | */ |
1087 | m = 0; |
1088 | for (i = 0; i < list->n; i++) { |
1089 | struct rect s = list->rects[i]; |
1090 | if (s.x+s.w <= r.x || r.x+r.w <= s.x || |
1091 | s.y+s.h <= r.y || r.y+r.h <= s.y) |
1092 | list->rects[m++] = s; |
1093 | } |
1094 | list->n = m; |
1095 | } |
3870c4d8 |
1096 | |
26801d29 |
1097 | free_rectlist(list); |
3870c4d8 |
1098 | |
1099 | /* |
26801d29 |
1100 | * Deal with singleton spaces remaining in the grid, one by |
1101 | * one. |
1102 | * |
1103 | * We do this by making a local change to the layout. There are |
1104 | * several possibilities: |
1105 | * |
1106 | * +-----+-----+ Here, we can remove the singleton by |
1107 | * | | | extending the 1x2 rectangle below it |
1108 | * +--+--+-----+ into a 1x3. |
1109 | * | | | | |
1110 | * | +--+ | |
1111 | * | | | | |
1112 | * | | | | |
1113 | * | | | | |
1114 | * +--+--+-----+ |
1115 | * |
1116 | * +--+--+--+ Here, that trick doesn't work: there's no |
1117 | * | | | 1 x n rectangle with the singleton at one |
1118 | * | | | end. Instead, we extend a 1 x n rectangle |
1119 | * | | | _out_ from the singleton, shaving a layer |
1120 | * +--+--+ | off the end of another rectangle. So if we |
1121 | * | | | | extended up, we'd make our singleton part |
1122 | * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2 |
1123 | * | | | used to be; or we could extend right into |
1124 | * +--+-----+ a 2x1, turning the 1x3 into a 1x2. |
1125 | * |
1126 | * +-----+--+ Here, we can't even do _that_, since any |
1127 | * | | | direction we choose to extend the singleton |
1128 | * +--+--+ | will produce a new singleton as a result of |
1129 | * | | | | truncating one of the size-2 rectangles. |
1130 | * | +--+--+ Fortunately, this case can _only_ occur when |
1131 | * | | | a singleton is surrounded by four size-2s |
1132 | * +--+-----+ in this fashion; so instead we can simply |
1133 | * replace the whole section with a single 3x3. |
3870c4d8 |
1134 | */ |
26801d29 |
1135 | for (x = 0; x < params2->w; x++) { |
1136 | for (y = 0; y < params2->h; y++) { |
1137 | if (index(params2, grid, x, y) < 0) { |
1138 | int dirs[4], ndirs; |
3870c4d8 |
1139 | |
1140 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1141 | display_grid(params2, grid, NULL, FALSE); |
1142 | printf("singleton at %d,%d\n", x, y); |
3870c4d8 |
1143 | #endif |
1144 | |
26801d29 |
1145 | /* |
1146 | * Check in which directions we can feasibly extend |
1147 | * the singleton. We can extend in a particular |
1148 | * direction iff either: |
1149 | * |
1150 | * - the rectangle on that side of the singleton |
1151 | * is not 2x1, and we are at one end of the edge |
1152 | * of it we are touching |
1153 | * |
1154 | * - it is 2x1 but we are on its short side. |
1155 | * |
1156 | * FIXME: we could plausibly choose between these |
1157 | * based on the sizes of the rectangles they would |
1158 | * create? |
1159 | */ |
1160 | ndirs = 0; |
1161 | if (x < params2->w-1) { |
1162 | struct rect r = find_rect(params2, grid, x+1, y); |
1163 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
1164 | dirs[ndirs++] = 1; /* right */ |
1165 | } |
1166 | if (y > 0) { |
1167 | struct rect r = find_rect(params2, grid, x, y-1); |
1168 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
1169 | dirs[ndirs++] = 2; /* up */ |
1170 | } |
1171 | if (x > 0) { |
1172 | struct rect r = find_rect(params2, grid, x-1, y); |
1173 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
1174 | dirs[ndirs++] = 4; /* left */ |
1175 | } |
1176 | if (y < params2->h-1) { |
1177 | struct rect r = find_rect(params2, grid, x, y+1); |
1178 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
1179 | dirs[ndirs++] = 8; /* down */ |
1180 | } |
3870c4d8 |
1181 | |
26801d29 |
1182 | if (ndirs > 0) { |
1183 | int which, dir; |
1184 | struct rect r1, r2; |
3870c4d8 |
1185 | |
26801d29 |
1186 | which = random_upto(rs, ndirs); |
1187 | dir = dirs[which]; |
3870c4d8 |
1188 | |
26801d29 |
1189 | switch (dir) { |
1190 | case 1: /* right */ |
1191 | assert(x < params2->w+1); |
3870c4d8 |
1192 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1193 | printf("extending right\n"); |
3870c4d8 |
1194 | #endif |
26801d29 |
1195 | r1 = find_rect(params2, grid, x+1, y); |
1196 | r2.x = x; |
1197 | r2.y = y; |
1198 | r2.w = 1 + r1.w; |
1199 | r2.h = 1; |
1200 | if (r1.y == y) |
1201 | r1.y++; |
1202 | r1.h--; |
1203 | break; |
1204 | case 2: /* up */ |
1205 | assert(y > 0); |
3870c4d8 |
1206 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1207 | printf("extending up\n"); |
3870c4d8 |
1208 | #endif |
26801d29 |
1209 | r1 = find_rect(params2, grid, x, y-1); |
1210 | r2.x = x; |
1211 | r2.y = r1.y; |
1212 | r2.w = 1; |
1213 | r2.h = 1 + r1.h; |
1214 | if (r1.x == x) |
1215 | r1.x++; |
1216 | r1.w--; |
1217 | break; |
1218 | case 4: /* left */ |
1219 | assert(x > 0); |
3870c4d8 |
1220 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1221 | printf("extending left\n"); |
3870c4d8 |
1222 | #endif |
26801d29 |
1223 | r1 = find_rect(params2, grid, x-1, y); |
1224 | r2.x = r1.x; |
1225 | r2.y = y; |
1226 | r2.w = 1 + r1.w; |
1227 | r2.h = 1; |
1228 | if (r1.y == y) |
1229 | r1.y++; |
1230 | r1.h--; |
1231 | break; |
1232 | case 8: /* down */ |
1233 | assert(y < params2->h+1); |
3870c4d8 |
1234 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1235 | printf("extending down\n"); |
3870c4d8 |
1236 | #endif |
26801d29 |
1237 | r1 = find_rect(params2, grid, x, y+1); |
1238 | r2.x = x; |
1239 | r2.y = y; |
1240 | r2.w = 1; |
1241 | r2.h = 1 + r1.h; |
1242 | if (r1.x == x) |
1243 | r1.x++; |
1244 | r1.w--; |
1245 | break; |
1246 | } |
1247 | if (r1.h > 0 && r1.w > 0) |
1248 | place_rect(params2, grid, r1); |
1249 | place_rect(params2, grid, r2); |
1250 | } else { |
3870c4d8 |
1251 | #ifndef NDEBUG |
26801d29 |
1252 | /* |
1253 | * Sanity-check that there really is a 3x3 |
1254 | * rectangle surrounding this singleton and it |
1255 | * contains absolutely everything we could |
1256 | * possibly need. |
1257 | */ |
1258 | { |
1259 | int xx, yy; |
1260 | assert(x > 0 && x < params2->w-1); |
1261 | assert(y > 0 && y < params2->h-1); |
1262 | |
1263 | for (xx = x-1; xx <= x+1; xx++) |
1264 | for (yy = y-1; yy <= y+1; yy++) { |
1265 | struct rect r = find_rect(params2,grid,xx,yy); |
1266 | assert(r.x >= x-1); |
1267 | assert(r.y >= y-1); |
1268 | assert(r.x+r.w-1 <= x+1); |
1269 | assert(r.y+r.h-1 <= y+1); |
1270 | } |
1271 | } |
3870c4d8 |
1272 | #endif |
26801d29 |
1273 | |
3870c4d8 |
1274 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1275 | printf("need the 3x3 trick\n"); |
3870c4d8 |
1276 | #endif |
1277 | |
26801d29 |
1278 | /* |
1279 | * FIXME: If the maximum rectangle area for |
1280 | * this grid is less than 9, we ought to |
1281 | * subdivide the 3x3 in some fashion. There are |
1282 | * five other possibilities: |
1283 | * |
1284 | * - a 6 and a 3 |
1285 | * - a 4, a 3 and a 2 |
1286 | * - three 3s |
1287 | * - a 3 and three 2s (two different arrangements). |
1288 | */ |
1289 | |
1290 | { |
1291 | struct rect r; |
1292 | r.x = x-1; |
1293 | r.y = y-1; |
1294 | r.w = r.h = 3; |
1295 | place_rect(params2, grid, r); |
1296 | } |
3870c4d8 |
1297 | } |
1298 | } |
1299 | } |
1300 | } |
3870c4d8 |
1301 | |
26801d29 |
1302 | /* |
1303 | * We have now constructed a grid of the size specified in |
1304 | * params2. Now we extend it into a grid of the size specified |
1305 | * in params. We do this in two passes: we extend it vertically |
1306 | * until it's the right height, then we transpose it, then |
1307 | * extend it vertically again (getting it effectively the right |
1308 | * width), then finally transpose again. |
1309 | */ |
1310 | for (i = 0; i < 2; i++) { |
1311 | int *grid2, *expand, *where; |
1312 | game_params params3real, *params3 = ¶ms3real; |
aea3ed9a |
1313 | |
1314 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1315 | printf("before expansion:\n"); |
1316 | display_grid(params2, grid, NULL, TRUE); |
aea3ed9a |
1317 | #endif |
1318 | |
26801d29 |
1319 | /* |
1320 | * Set up the new grid. |
1321 | */ |
1322 | grid2 = snewn(params2->w * params->h, int); |
1323 | expand = snewn(params2->h-1, int); |
1324 | where = snewn(params2->w, int); |
1325 | params3->w = params2->w; |
1326 | params3->h = params->h; |
1327 | |
1328 | /* |
1329 | * Decide which horizontal edges are going to get expanded, |
1330 | * and by how much. |
1331 | */ |
1332 | for (y = 0; y < params2->h-1; y++) |
1333 | expand[y] = 0; |
1334 | for (y = params2->h; y < params->h; y++) { |
1335 | x = random_upto(rs, params2->h-1); |
1336 | expand[x]++; |
1337 | } |
aea3ed9a |
1338 | |
1339 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1340 | printf("expand[] = {"); |
1341 | for (y = 0; y < params2->h-1; y++) |
1342 | printf(" %d", expand[y]); |
1343 | printf(" }\n"); |
aea3ed9a |
1344 | #endif |
1345 | |
26801d29 |
1346 | /* |
1347 | * Perform the expansion. The way this works is that we |
1348 | * alternately: |
1349 | * |
1350 | * - copy a row from grid into grid2 |
1351 | * |
1352 | * - invent some number of additional rows in grid2 where |
1353 | * there was previously only a horizontal line between |
1354 | * rows in grid, and make random decisions about where |
1355 | * among these to place each rectangle edge that ran |
1356 | * along this line. |
1357 | */ |
1358 | for (y = y2 = y2last = 0; y < params2->h; y++) { |
1359 | /* |
1360 | * Copy a single line from row y of grid into row y2 of |
1361 | * grid2. |
1362 | */ |
1363 | for (x = 0; x < params2->w; x++) { |
1364 | int val = index(params2, grid, x, y); |
1365 | if (val / params2->w == y && /* rect starts on this line */ |
1366 | (y2 == 0 || /* we're at the very top, or... */ |
1367 | index(params3, grid2, x, y2-1) / params3->w < y2last |
1368 | /* this rect isn't already started */)) |
1369 | index(params3, grid2, x, y2) = |
1370 | INDEX(params3, val % params2->w, y2); |
1371 | else |
1372 | index(params3, grid2, x, y2) = |
1373 | index(params3, grid2, x, y2-1); |
1374 | } |
1375 | |
1376 | /* |
1377 | * If that was the last line, terminate the loop early. |
1378 | */ |
1379 | if (++y2 == params3->h) |
1380 | break; |
1381 | |
1382 | y2last = y2; |
1383 | |
1384 | /* |
1385 | * Invent some number of additional lines. First walk |
1386 | * along this line working out where to put all the |
1387 | * edges that coincide with it. |
1388 | */ |
1389 | yx = -1; |
1390 | for (x = 0; x < params2->w; x++) { |
1391 | if (index(params2, grid, x, y) != |
1392 | index(params2, grid, x, y+1)) { |
1393 | /* |
1394 | * This is a horizontal edge, so it needs |
1395 | * placing. |
1396 | */ |
1397 | if (x == 0 || |
1398 | (index(params2, grid, x-1, y) != |
1399 | index(params2, grid, x, y) && |
1400 | index(params2, grid, x-1, y+1) != |
1401 | index(params2, grid, x, y+1))) { |
1402 | /* |
1403 | * Here we have the chance to make a new |
1404 | * decision. |
1405 | */ |
1406 | yx = random_upto(rs, expand[y]+1); |
1407 | } else { |
1408 | /* |
1409 | * Here we just reuse the previous value of |
1410 | * yx. |
1411 | */ |
1412 | } |
1413 | } else |
1414 | yx = -1; |
1415 | where[x] = yx; |
1416 | } |
1417 | |
1418 | for (yx = 0; yx < expand[y]; yx++) { |
1419 | /* |
1420 | * Invent a single row. For each square in the row, |
1421 | * we copy the grid entry from the square above it, |
1422 | * unless we're starting the new rectangle here. |
1423 | */ |
1424 | for (x = 0; x < params2->w; x++) { |
1425 | if (yx == where[x]) { |
1426 | int val = index(params2, grid, x, y+1); |
1427 | val %= params2->w; |
1428 | val = INDEX(params3, val, y2); |
1429 | index(params3, grid2, x, y2) = val; |
1430 | } else |
1431 | index(params3, grid2, x, y2) = |
1432 | index(params3, grid2, x, y2-1); |
1433 | } |
1434 | |
1435 | y2++; |
1436 | } |
1437 | } |
1438 | |
1439 | sfree(expand); |
1440 | sfree(where); |
aea3ed9a |
1441 | |
1442 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1443 | printf("after expansion:\n"); |
1444 | display_grid(params3, grid2, NULL, TRUE); |
aea3ed9a |
1445 | #endif |
26801d29 |
1446 | /* |
1447 | * Transpose. |
1448 | */ |
1449 | params2->w = params3->h; |
1450 | params2->h = params3->w; |
1451 | sfree(grid); |
1452 | grid = snewn(params2->w * params2->h, int); |
1453 | for (x = 0; x < params2->w; x++) |
1454 | for (y = 0; y < params2->h; y++) { |
1455 | int idx1 = INDEX(params2, x, y); |
1456 | int idx2 = INDEX(params3, y, x); |
1457 | int tmp; |
1458 | |
1459 | tmp = grid2[idx2]; |
1460 | tmp = (tmp % params3->w) * params2->w + (tmp / params3->w); |
1461 | grid[idx1] = tmp; |
1462 | } |
1463 | |
1464 | sfree(grid2); |
1465 | |
1466 | { |
1467 | int tmp; |
1468 | tmp = params->w; |
1469 | params->w = params->h; |
1470 | params->h = tmp; |
1471 | } |
aea3ed9a |
1472 | |
1473 | #ifdef GENERATION_DIAGNOSTICS |
26801d29 |
1474 | printf("after transposition:\n"); |
1475 | display_grid(params2, grid, NULL, TRUE); |
aea3ed9a |
1476 | #endif |
26801d29 |
1477 | } |
aea3ed9a |
1478 | |
26801d29 |
1479 | /* |
1480 | * Run the solver to narrow down the possible number |
1481 | * placements. |
1482 | */ |
1483 | { |
1484 | struct numberdata *nd; |
1485 | int nnumbers, i, ret; |
1486 | |
1487 | /* Count the rectangles. */ |
1488 | nnumbers = 0; |
1489 | for (y = 0; y < params->h; y++) { |
1490 | for (x = 0; x < params->w; x++) { |
1491 | int idx = INDEX(params, x, y); |
1492 | if (index(params, grid, x, y) == idx) |
1493 | nnumbers++; |
1494 | } |
1495 | } |
2ac6d24e |
1496 | |
26801d29 |
1497 | nd = snewn(nnumbers, struct numberdata); |
1498 | |
1499 | /* Now set up each number's candidate position list. */ |
1500 | i = 0; |
1501 | for (y = 0; y < params->h; y++) { |
1502 | for (x = 0; x < params->w; x++) { |
1503 | int idx = INDEX(params, x, y); |
1504 | if (index(params, grid, x, y) == idx) { |
1505 | struct rect r = find_rect(params, grid, x, y); |
1506 | int j, k, m; |
1507 | |
1508 | nd[i].area = r.w * r.h; |
1509 | nd[i].npoints = nd[i].area; |
1510 | nd[i].points = snewn(nd[i].npoints, struct point); |
1511 | m = 0; |
1512 | for (j = 0; j < r.h; j++) |
1513 | for (k = 0; k < r.w; k++) { |
1514 | nd[i].points[m].x = k + r.x; |
1515 | nd[i].points[m].y = j + r.y; |
1516 | m++; |
1517 | } |
1518 | assert(m == nd[i].npoints); |
aea3ed9a |
1519 | |
26801d29 |
1520 | i++; |
1521 | } |
1522 | } |
1523 | } |
aea3ed9a |
1524 | |
40fde884 |
1525 | if (params->unique) |
1526 | ret = rect_solver(params->w, params->h, nnumbers, nd, rs); |
1527 | else |
1528 | ret = TRUE; /* allow any number placement at all */ |
3870c4d8 |
1529 | |
26801d29 |
1530 | if (ret) { |
3870c4d8 |
1531 | /* |
26801d29 |
1532 | * Now place the numbers according to the solver's |
1533 | * recommendations. |
3870c4d8 |
1534 | */ |
26801d29 |
1535 | numbers = snewn(params->w * params->h, int); |
1536 | |
1537 | for (y = 0; y < params->h; y++) |
1538 | for (x = 0; x < params->w; x++) { |
1539 | index(params, numbers, x, y) = 0; |
1540 | } |
1541 | |
1542 | for (i = 0; i < nnumbers; i++) { |
1543 | int idx = random_upto(rs, nd[i].npoints); |
1544 | int x = nd[i].points[idx].x; |
1545 | int y = nd[i].points[idx].y; |
1546 | index(params,numbers,x,y) = nd[i].area; |
1547 | } |
3870c4d8 |
1548 | } |
26801d29 |
1549 | |
1550 | /* |
1551 | * Clean up. |
1552 | */ |
1553 | for (i = 0; i < nnumbers; i++) |
1554 | sfree(nd[i].points); |
1555 | sfree(nd); |
1556 | |
1557 | /* |
1558 | * If we've succeeded, then terminate the loop. |
1559 | */ |
1560 | if (ret) |
1561 | break; |
3870c4d8 |
1562 | } |
26801d29 |
1563 | |
1564 | /* |
1565 | * Give up and go round again. |
1566 | */ |
1567 | sfree(grid); |
1568 | } |
1569 | |
1570 | /* |
1571 | * Store the rectangle data in the game_aux_info. |
1572 | */ |
1573 | { |
1574 | game_aux_info *ai = snew(game_aux_info); |
1575 | |
1576 | ai->w = params->w; |
1577 | ai->h = params->h; |
1578 | ai->vedge = snewn(ai->w * ai->h, unsigned char); |
1579 | ai->hedge = snewn(ai->w * ai->h, unsigned char); |
1580 | |
1581 | for (y = 0; y < params->h; y++) |
1582 | for (x = 1; x < params->w; x++) { |
1583 | vedge(ai, x, y) = |
1584 | index(params, grid, x, y) != index(params, grid, x-1, y); |
1585 | } |
1586 | for (y = 1; y < params->h; y++) |
1587 | for (x = 0; x < params->w; x++) { |
1588 | hedge(ai, x, y) = |
1589 | index(params, grid, x, y) != index(params, grid, x, y-1); |
1590 | } |
1591 | |
1592 | *aux = ai; |
3870c4d8 |
1593 | } |
1594 | |
1595 | #ifdef GENERATION_DIAGNOSTICS |
aea3ed9a |
1596 | display_grid(params, grid, numbers, FALSE); |
3870c4d8 |
1597 | #endif |
1598 | |
1185e3c5 |
1599 | desc = snewn(11 * params->w * params->h, char); |
1600 | p = desc; |
3870c4d8 |
1601 | run = 0; |
1602 | for (i = 0; i <= params->w * params->h; i++) { |
1603 | int n = (i < params->w * params->h ? numbers[i] : -1); |
1604 | |
1605 | if (!n) |
1606 | run++; |
1607 | else { |
1608 | if (run) { |
1609 | while (run > 0) { |
1610 | int c = 'a' - 1 + run; |
1611 | if (run > 26) |
1612 | c = 'z'; |
1613 | *p++ = c; |
1614 | run -= c - ('a' - 1); |
1615 | } |
1616 | } else { |
0e87eedc |
1617 | /* |
1618 | * If there's a number in the very top left or |
1619 | * bottom right, there's no point putting an |
1620 | * unnecessary _ before or after it. |
1621 | */ |
1185e3c5 |
1622 | if (p > desc && n > 0) |
0e87eedc |
1623 | *p++ = '_'; |
3870c4d8 |
1624 | } |
1625 | if (n > 0) |
1626 | p += sprintf(p, "%d", n); |
1627 | run = 0; |
1628 | } |
1629 | } |
1630 | *p = '\0'; |
1631 | |
1632 | sfree(grid); |
1633 | sfree(numbers); |
1634 | |
1185e3c5 |
1635 | return desc; |
3870c4d8 |
1636 | } |
1637 | |
2ac6d24e |
1638 | static void game_free_aux_info(game_aux_info *ai) |
6f2d8d7c |
1639 | { |
2ac6d24e |
1640 | sfree(ai->vedge); |
1641 | sfree(ai->hedge); |
1642 | sfree(ai); |
6f2d8d7c |
1643 | } |
1644 | |
1185e3c5 |
1645 | static char *validate_desc(game_params *params, char *desc) |
3870c4d8 |
1646 | { |
1647 | int area = params->w * params->h; |
1648 | int squares = 0; |
1649 | |
1185e3c5 |
1650 | while (*desc) { |
1651 | int n = *desc++; |
3870c4d8 |
1652 | if (n >= 'a' && n <= 'z') { |
1653 | squares += n - 'a' + 1; |
1654 | } else if (n == '_') { |
1655 | /* do nothing */; |
1656 | } else if (n > '0' && n <= '9') { |
9bb5bf60 |
1657 | squares++; |
1185e3c5 |
1658 | while (*desc >= '0' && *desc <= '9') |
1659 | desc++; |
3870c4d8 |
1660 | } else |
1185e3c5 |
1661 | return "Invalid character in game description"; |
3870c4d8 |
1662 | } |
1663 | |
1664 | if (squares < area) |
1665 | return "Not enough data to fill grid"; |
1666 | |
1667 | if (squares > area) |
1668 | return "Too much data to fit in grid"; |
1669 | |
1670 | return NULL; |
1671 | } |
1672 | |
1185e3c5 |
1673 | static game_state *new_game(game_params *params, char *desc) |
3870c4d8 |
1674 | { |
1675 | game_state *state = snew(game_state); |
1676 | int x, y, i, area; |
1677 | |
1678 | state->w = params->w; |
1679 | state->h = params->h; |
1680 | |
1681 | area = state->w * state->h; |
1682 | |
1683 | state->grid = snewn(area, int); |
1684 | state->vedge = snewn(area, unsigned char); |
1685 | state->hedge = snewn(area, unsigned char); |
2ac6d24e |
1686 | state->completed = state->cheated = FALSE; |
3870c4d8 |
1687 | |
1688 | i = 0; |
1185e3c5 |
1689 | while (*desc) { |
1690 | int n = *desc++; |
3870c4d8 |
1691 | if (n >= 'a' && n <= 'z') { |
1692 | int run = n - 'a' + 1; |
1693 | assert(i + run <= area); |
1694 | while (run-- > 0) |
1695 | state->grid[i++] = 0; |
1696 | } else if (n == '_') { |
1697 | /* do nothing */; |
1698 | } else if (n > '0' && n <= '9') { |
1699 | assert(i < area); |
1185e3c5 |
1700 | state->grid[i++] = atoi(desc-1); |
1701 | while (*desc >= '0' && *desc <= '9') |
1702 | desc++; |
3870c4d8 |
1703 | } else { |
1704 | assert(!"We can't get here"); |
1705 | } |
1706 | } |
1707 | assert(i == area); |
1708 | |
1709 | for (y = 0; y < state->h; y++) |
1710 | for (x = 0; x < state->w; x++) |
1711 | vedge(state,x,y) = hedge(state,x,y) = 0; |
1712 | |
1713 | return state; |
1714 | } |
1715 | |
be8d5aa1 |
1716 | static game_state *dup_game(game_state *state) |
3870c4d8 |
1717 | { |
1718 | game_state *ret = snew(game_state); |
1719 | |
1720 | ret->w = state->w; |
1721 | ret->h = state->h; |
1722 | |
1723 | ret->vedge = snewn(state->w * state->h, unsigned char); |
1724 | ret->hedge = snewn(state->w * state->h, unsigned char); |
1725 | ret->grid = snewn(state->w * state->h, int); |
1726 | |
ef29354c |
1727 | ret->completed = state->completed; |
2ac6d24e |
1728 | ret->cheated = state->cheated; |
ef29354c |
1729 | |
3870c4d8 |
1730 | memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); |
1731 | memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); |
1732 | memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); |
1733 | |
1734 | return ret; |
1735 | } |
1736 | |
be8d5aa1 |
1737 | static void free_game(game_state *state) |
3870c4d8 |
1738 | { |
1739 | sfree(state->grid); |
1740 | sfree(state->vedge); |
1741 | sfree(state->hedge); |
1742 | sfree(state); |
1743 | } |
1744 | |
2ac6d24e |
1745 | static game_state *solve_game(game_state *state, game_aux_info *ai, |
1746 | char **error) |
1747 | { |
1748 | game_state *ret; |
1749 | |
1750 | if (!ai) { |
1751 | *error = "Solution not known for this puzzle"; |
1752 | return NULL; |
1753 | } |
1754 | |
1755 | assert(state->w == ai->w); |
1756 | assert(state->h == ai->h); |
1757 | |
1758 | ret = dup_game(state); |
1759 | memcpy(ret->vedge, ai->vedge, ai->w * ai->h * sizeof(unsigned char)); |
1760 | memcpy(ret->hedge, ai->hedge, ai->w * ai->h * sizeof(unsigned char)); |
1761 | ret->cheated = TRUE; |
1762 | |
1763 | return ret; |
1764 | } |
1765 | |
9b4b03d3 |
1766 | static char *game_text_format(game_state *state) |
1767 | { |
6ad5ed74 |
1768 | char *ret, *p, buf[80]; |
1769 | int i, x, y, col, maxlen; |
1770 | |
1771 | /* |
1772 | * First determine the number of spaces required to display a |
1773 | * number. We'll use at least two, because one looks a bit |
1774 | * silly. |
1775 | */ |
1776 | col = 2; |
1777 | for (i = 0; i < state->w * state->h; i++) { |
1778 | x = sprintf(buf, "%d", state->grid[i]); |
1779 | if (col < x) col = x; |
1780 | } |
1781 | |
1782 | /* |
1783 | * Now we know the exact total size of the grid we're going to |
1784 | * produce: it's got 2*h+1 rows, each containing w lots of col, |
1785 | * w+1 boundary characters and a trailing newline. |
1786 | */ |
1787 | maxlen = (2*state->h+1) * (state->w * (col+1) + 2); |
1788 | |
48a10826 |
1789 | ret = snewn(maxlen+1, char); |
6ad5ed74 |
1790 | p = ret; |
1791 | |
1792 | for (y = 0; y <= 2*state->h; y++) { |
1793 | for (x = 0; x <= 2*state->w; x++) { |
1794 | if (x & y & 1) { |
1795 | /* |
1796 | * Display a number. |
1797 | */ |
1798 | int v = grid(state, x/2, y/2); |
1799 | if (v) |
1800 | sprintf(buf, "%*d", col, v); |
1801 | else |
1802 | sprintf(buf, "%*s", col, ""); |
1803 | memcpy(p, buf, col); |
1804 | p += col; |
1805 | } else if (x & 1) { |
1806 | /* |
1807 | * Display a horizontal edge or nothing. |
1808 | */ |
1809 | int h = (y==0 || y==2*state->h ? 1 : |
1810 | HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2)); |
1811 | int i; |
1812 | if (h) |
1813 | h = '-'; |
1814 | else |
1815 | h = ' '; |
1816 | for (i = 0; i < col; i++) |
1817 | *p++ = h; |
1818 | } else if (y & 1) { |
1819 | /* |
1820 | * Display a vertical edge or nothing. |
1821 | */ |
1822 | int v = (x==0 || x==2*state->w ? 1 : |
1823 | VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2)); |
1824 | if (v) |
1825 | *p++ = '|'; |
1826 | else |
1827 | *p++ = ' '; |
1828 | } else { |
1829 | /* |
1830 | * Display a corner, or a vertical edge, or a |
1831 | * horizontal edge, or nothing. |
1832 | */ |
1833 | int hl = (y==0 || y==2*state->h ? 1 : |
1834 | HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2)); |
1835 | int hr = (y==0 || y==2*state->h ? 1 : |
1836 | HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2)); |
1837 | int vu = (x==0 || x==2*state->w ? 1 : |
1838 | VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2)); |
1839 | int vd = (x==0 || x==2*state->w ? 1 : |
1840 | VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2)); |
1841 | if (!hl && !hr && !vu && !vd) |
1842 | *p++ = ' '; |
1843 | else if (hl && hr && !vu && !vd) |
1844 | *p++ = '-'; |
1845 | else if (!hl && !hr && vu && vd) |
1846 | *p++ = '|'; |
1847 | else |
1848 | *p++ = '+'; |
1849 | } |
1850 | } |
1851 | *p++ = '\n'; |
1852 | } |
1853 | |
1854 | assert(p - ret == maxlen); |
1855 | *p = '\0'; |
1856 | return ret; |
9b4b03d3 |
1857 | } |
1858 | |
3870c4d8 |
1859 | static unsigned char *get_correct(game_state *state) |
1860 | { |
1861 | unsigned char *ret; |
1862 | int x, y; |
1863 | |
1864 | ret = snewn(state->w * state->h, unsigned char); |
1865 | memset(ret, 0xFF, state->w * state->h); |
1866 | |
1867 | for (x = 0; x < state->w; x++) |
1868 | for (y = 0; y < state->h; y++) |
1869 | if (index(state,ret,x,y) == 0xFF) { |
1870 | int rw, rh; |
1871 | int xx, yy; |
1872 | int num, area, valid; |
1873 | |
1874 | /* |
1875 | * Find a rectangle starting at this point. |
1876 | */ |
1877 | rw = 1; |
1878 | while (x+rw < state->w && !vedge(state,x+rw,y)) |
1879 | rw++; |
1880 | rh = 1; |
1881 | while (y+rh < state->h && !hedge(state,x,y+rh)) |
1882 | rh++; |
1883 | |
1884 | /* |
1885 | * We know what the dimensions of the rectangle |
1886 | * should be if it's there at all. Find out if we |
1887 | * really have a valid rectangle. |
1888 | */ |
1889 | valid = TRUE; |
1890 | /* Check the horizontal edges. */ |
1891 | for (xx = x; xx < x+rw; xx++) { |
1892 | for (yy = y; yy <= y+rh; yy++) { |
1893 | int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); |
1894 | int ec = (yy == y || yy == y+rh); |
1895 | if (e != ec) |
1896 | valid = FALSE; |
1897 | } |
1898 | } |
1899 | /* Check the vertical edges. */ |
1900 | for (yy = y; yy < y+rh; yy++) { |
1901 | for (xx = x; xx <= x+rw; xx++) { |
1902 | int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); |
1903 | int ec = (xx == x || xx == x+rw); |
1904 | if (e != ec) |
1905 | valid = FALSE; |
1906 | } |
1907 | } |
1908 | |
1909 | /* |
1910 | * If this is not a valid rectangle with no other |
1911 | * edges inside it, we just mark this square as not |
1912 | * complete and proceed to the next square. |
1913 | */ |
1914 | if (!valid) { |
1915 | index(state, ret, x, y) = 0; |
1916 | continue; |
1917 | } |
1918 | |
1919 | /* |
1920 | * We have a rectangle. Now see what its area is, |
1921 | * and how many numbers are in it. |
1922 | */ |
1923 | num = 0; |
1924 | area = 0; |
1925 | for (xx = x; xx < x+rw; xx++) { |
1926 | for (yy = y; yy < y+rh; yy++) { |
1927 | area++; |
1928 | if (grid(state,xx,yy)) { |
1929 | if (num > 0) |
1930 | valid = FALSE; /* two numbers */ |
1931 | num = grid(state,xx,yy); |
1932 | } |
1933 | } |
1934 | } |
1935 | if (num != area) |
1936 | valid = FALSE; |
1937 | |
1938 | /* |
1939 | * Now fill in the whole rectangle based on the |
1940 | * value of `valid'. |
1941 | */ |
1942 | for (xx = x; xx < x+rw; xx++) { |
1943 | for (yy = y; yy < y+rh; yy++) { |
1944 | index(state, ret, xx, yy) = valid; |
1945 | } |
1946 | } |
1947 | } |
1948 | |
1949 | return ret; |
1950 | } |
1951 | |
08dd70c3 |
1952 | struct game_ui { |
1953 | /* |
1954 | * These coordinates are 2 times the obvious grid coordinates. |
1955 | * Hence, the top left of the grid is (0,0), the grid point to |
1956 | * the right of that is (2,0), the one _below that_ is (2,2) |
1957 | * and so on. This is so that we can specify a drag start point |
1958 | * on an edge (one odd coordinate) or in the middle of a square |
1959 | * (two odd coordinates) rather than always at a corner. |
1960 | * |
1961 | * -1,-1 means no drag is in progress. |
1962 | */ |
1963 | int drag_start_x; |
1964 | int drag_start_y; |
1965 | int drag_end_x; |
1966 | int drag_end_y; |
1967 | /* |
1968 | * This flag is set as soon as a dragging action moves the |
1969 | * mouse pointer away from its starting point, so that even if |
1970 | * the pointer _returns_ to its starting point the action is |
1971 | * treated as a small drag rather than a click. |
1972 | */ |
1973 | int dragged; |
1974 | }; |
1975 | |
be8d5aa1 |
1976 | static game_ui *new_ui(game_state *state) |
74a4e547 |
1977 | { |
08dd70c3 |
1978 | game_ui *ui = snew(game_ui); |
1979 | ui->drag_start_x = -1; |
1980 | ui->drag_start_y = -1; |
1981 | ui->drag_end_x = -1; |
1982 | ui->drag_end_y = -1; |
1983 | ui->dragged = FALSE; |
1984 | return ui; |
74a4e547 |
1985 | } |
1986 | |
be8d5aa1 |
1987 | static void free_ui(game_ui *ui) |
74a4e547 |
1988 | { |
08dd70c3 |
1989 | sfree(ui); |
1990 | } |
1991 | |
be8d5aa1 |
1992 | static void coord_round(float x, float y, int *xr, int *yr) |
08dd70c3 |
1993 | { |
d4e7900f |
1994 | float xs, ys, xv, yv, dx, dy, dist; |
08dd70c3 |
1995 | |
1996 | /* |
d4e7900f |
1997 | * Find the nearest square-centre. |
08dd70c3 |
1998 | */ |
d4e7900f |
1999 | xs = (float)floor(x) + 0.5F; |
2000 | ys = (float)floor(y) + 0.5F; |
08dd70c3 |
2001 | |
2002 | /* |
d4e7900f |
2003 | * And find the nearest grid vertex. |
08dd70c3 |
2004 | */ |
d4e7900f |
2005 | xv = (float)floor(x + 0.5F); |
2006 | yv = (float)floor(y + 0.5F); |
08dd70c3 |
2007 | |
2008 | /* |
d4e7900f |
2009 | * We allocate clicks in parts of the grid square to either |
2010 | * corners, edges or square centres, as follows: |
2011 | * |
2012 | * +--+--------+--+ |
2013 | * | | | | |
2014 | * +--+ +--+ |
2015 | * | `. ,' | |
2016 | * | +--+ | |
2017 | * | | | | |
2018 | * | +--+ | |
2019 | * | ,' `. | |
2020 | * +--+ +--+ |
2021 | * | | | | |
2022 | * +--+--------+--+ |
2023 | * |
2024 | * (Not to scale!) |
2025 | * |
2026 | * In other words: we measure the square distance (i.e. |
2027 | * max(dx,dy)) from the click to the nearest corner, and if |
2028 | * it's within CORNER_TOLERANCE then we return a corner click. |
2029 | * We measure the square distance from the click to the nearest |
2030 | * centre, and if that's within CENTRE_TOLERANCE we return a |
2031 | * centre click. Failing that, we find which of the two edge |
2032 | * centres is nearer to the click and return that edge. |
08dd70c3 |
2033 | */ |
d4e7900f |
2034 | |
2035 | /* |
2036 | * Check for corner click. |
2037 | */ |
2038 | dx = (float)fabs(x - xv); |
2039 | dy = (float)fabs(y - yv); |
2040 | dist = (dx > dy ? dx : dy); |
2041 | if (dist < CORNER_TOLERANCE) { |
2042 | *xr = 2 * (int)xv; |
2043 | *yr = 2 * (int)yv; |
2044 | } else { |
2045 | /* |
2046 | * Check for centre click. |
2047 | */ |
2048 | dx = (float)fabs(x - xs); |
2049 | dy = (float)fabs(y - ys); |
2050 | dist = (dx > dy ? dx : dy); |
2051 | if (dist < CENTRE_TOLERANCE) { |
2052 | *xr = 1 + 2 * (int)xs; |
2053 | *yr = 1 + 2 * (int)ys; |
2054 | } else { |
2055 | /* |
2056 | * Failing both of those, see which edge we're closer to. |
2057 | * Conveniently, this is simply done by testing the relative |
2058 | * magnitude of dx and dy (which are currently distances from |
2059 | * the square centre). |
2060 | */ |
2061 | if (dx > dy) { |
2062 | /* Vertical edge: x-coord of corner, |
2063 | * y-coord of square centre. */ |
2064 | *xr = 2 * (int)xv; |
2065 | *yr = 1 + 2 * (int)ys; |
2066 | } else { |
2067 | /* Horizontal edge: x-coord of square centre, |
2068 | * y-coord of corner. */ |
2069 | *xr = 1 + 2 * (int)xs; |
2070 | *yr = 2 * (int)yv; |
2071 | } |
2072 | } |
2073 | } |
08dd70c3 |
2074 | } |
2075 | |
2076 | static void ui_draw_rect(game_state *state, game_ui *ui, |
2077 | unsigned char *hedge, unsigned char *vedge, int c) |
2078 | { |
2079 | int x1, x2, y1, y2, x, y, t; |
2080 | |
2081 | x1 = ui->drag_start_x; |
2082 | x2 = ui->drag_end_x; |
2083 | if (x2 < x1) { t = x1; x1 = x2; x2 = t; } |
2084 | |
2085 | y1 = ui->drag_start_y; |
2086 | y2 = ui->drag_end_y; |
2087 | if (y2 < y1) { t = y1; y1 = y2; y2 = t; } |
2088 | |
2089 | x1 = x1 / 2; /* rounds down */ |
2090 | x2 = (x2+1) / 2; /* rounds up */ |
2091 | y1 = y1 / 2; /* rounds down */ |
2092 | y2 = (y2+1) / 2; /* rounds up */ |
2093 | |
2094 | /* |
2095 | * Draw horizontal edges of rectangles. |
2096 | */ |
2097 | for (x = x1; x < x2; x++) |
2098 | for (y = y1; y <= y2; y++) |
2099 | if (HRANGE(state,x,y)) { |
2100 | int val = index(state,hedge,x,y); |
2101 | if (y == y1 || y == y2) |
2102 | val = c; |
2103 | else if (c == 1) |
2104 | val = 0; |
2105 | index(state,hedge,x,y) = val; |
2106 | } |
2107 | |
2108 | /* |
2109 | * Draw vertical edges of rectangles. |
2110 | */ |
2111 | for (y = y1; y < y2; y++) |
2112 | for (x = x1; x <= x2; x++) |
2113 | if (VRANGE(state,x,y)) { |
2114 | int val = index(state,vedge,x,y); |
2115 | if (x == x1 || x == x2) |
2116 | val = c; |
2117 | else if (c == 1) |
2118 | val = 0; |
2119 | index(state,vedge,x,y) = val; |
2120 | } |
74a4e547 |
2121 | } |
2122 | |
be8d5aa1 |
2123 | static game_state *make_move(game_state *from, game_ui *ui, |
2124 | int x, int y, int button) |
3870c4d8 |
2125 | { |
08dd70c3 |
2126 | int xc, yc; |
2127 | int startdrag = FALSE, enddrag = FALSE, active = FALSE; |
3870c4d8 |
2128 | game_state *ret; |
2129 | |
08dd70c3 |
2130 | if (button == LEFT_BUTTON) { |
2131 | startdrag = TRUE; |
2132 | } else if (button == LEFT_RELEASE) { |
2133 | enddrag = TRUE; |
2134 | } else if (button != LEFT_DRAG) { |
2135 | return NULL; |
2136 | } |
2137 | |
d4e7900f |
2138 | coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc); |
08dd70c3 |
2139 | |
2140 | if (startdrag) { |
2141 | ui->drag_start_x = xc; |
2142 | ui->drag_start_y = yc; |
2143 | ui->drag_end_x = xc; |
2144 | ui->drag_end_y = yc; |
2145 | ui->dragged = FALSE; |
2146 | active = TRUE; |
2147 | } |
3870c4d8 |
2148 | |
08dd70c3 |
2149 | if (xc != ui->drag_end_x || yc != ui->drag_end_y) { |
2150 | ui->drag_end_x = xc; |
2151 | ui->drag_end_y = yc; |
2152 | ui->dragged = TRUE; |
2153 | active = TRUE; |
2154 | } |
3870c4d8 |
2155 | |
934797c7 |
2156 | ret = NULL; |
2157 | |
2158 | if (enddrag) { |
2159 | if (xc >= 0 && xc <= 2*from->w && |
2160 | yc >= 0 && yc <= 2*from->h) { |
2161 | ret = dup_game(from); |
2162 | |
2163 | if (ui->dragged) { |
2164 | ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1); |
2165 | } else { |
2166 | if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) { |
2167 | hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2); |
2168 | } |
2169 | if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) { |
2170 | vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2); |
2171 | } |
2172 | } |
3870c4d8 |
2173 | |
934797c7 |
2174 | if (!memcmp(ret->hedge, from->hedge, from->w*from->h) && |
2175 | !memcmp(ret->vedge, from->vedge, from->w*from->h)) { |
2176 | free_game(ret); |
2177 | ret = NULL; |
2178 | } |
ef29354c |
2179 | |
2180 | /* |
2181 | * We've made a real change to the grid. Check to see |
2182 | * if the game has been completed. |
2183 | */ |
d4e7900f |
2184 | if (ret && !ret->completed) { |
ef29354c |
2185 | int x, y, ok; |
2186 | unsigned char *correct = get_correct(ret); |
2187 | |
2188 | ok = TRUE; |
2189 | for (x = 0; x < ret->w; x++) |
2190 | for (y = 0; y < ret->h; y++) |
2191 | if (!index(ret, correct, x, y)) |
2192 | ok = FALSE; |
2193 | |
2194 | sfree(correct); |
2195 | |
2196 | if (ok) |
2197 | ret->completed = TRUE; |
2198 | } |
934797c7 |
2199 | } |
2200 | |
2201 | ui->drag_start_x = -1; |
2202 | ui->drag_start_y = -1; |
2203 | ui->drag_end_x = -1; |
2204 | ui->drag_end_y = -1; |
2205 | ui->dragged = FALSE; |
2206 | active = TRUE; |
3870c4d8 |
2207 | } |
2208 | |
934797c7 |
2209 | if (ret) |
2210 | return ret; /* a move has been made */ |
2211 | else if (active) |
08dd70c3 |
2212 | return from; /* UI activity has occurred */ |
934797c7 |
2213 | else |
2214 | return NULL; |
3870c4d8 |
2215 | } |
2216 | |
2217 | /* ---------------------------------------------------------------------- |
2218 | * Drawing routines. |
2219 | */ |
2220 | |
ec9a0f09 |
2221 | #define CORRECT 65536 |
08dd70c3 |
2222 | |
2223 | #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) |
2224 | #define MAX(x,y) ( (x)>(y) ? (x) : (y) ) |
2225 | #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) ) |
3870c4d8 |
2226 | |
2227 | struct game_drawstate { |
2228 | int started; |
2229 | int w, h; |
ec9a0f09 |
2230 | unsigned int *visible; |
3870c4d8 |
2231 | }; |
2232 | |
be8d5aa1 |
2233 | static void game_size(game_params *params, int *x, int *y) |
3870c4d8 |
2234 | { |
2235 | *x = params->w * TILE_SIZE + 2*BORDER + 1; |
2236 | *y = params->h * TILE_SIZE + 2*BORDER + 1; |
2237 | } |
2238 | |
be8d5aa1 |
2239 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
3870c4d8 |
2240 | { |
2241 | float *ret = snewn(3 * NCOLOURS, float); |
2242 | |
2243 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
2244 | |
2245 | ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
2246 | ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
2247 | ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
2248 | |
08dd70c3 |
2249 | ret[COL_DRAG * 3 + 0] = 1.0F; |
2250 | ret[COL_DRAG * 3 + 1] = 0.0F; |
2251 | ret[COL_DRAG * 3 + 2] = 0.0F; |
2252 | |
3870c4d8 |
2253 | ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
2254 | ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
2255 | ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
2256 | |
2257 | ret[COL_LINE * 3 + 0] = 0.0F; |
2258 | ret[COL_LINE * 3 + 1] = 0.0F; |
2259 | ret[COL_LINE * 3 + 2] = 0.0F; |
2260 | |
2261 | ret[COL_TEXT * 3 + 0] = 0.0F; |
2262 | ret[COL_TEXT * 3 + 1] = 0.0F; |
2263 | ret[COL_TEXT * 3 + 2] = 0.0F; |
2264 | |
2265 | *ncolours = NCOLOURS; |
2266 | return ret; |
2267 | } |
2268 | |
be8d5aa1 |
2269 | static game_drawstate *game_new_drawstate(game_state *state) |
3870c4d8 |
2270 | { |
2271 | struct game_drawstate *ds = snew(struct game_drawstate); |
08dd70c3 |
2272 | int i; |
3870c4d8 |
2273 | |
2274 | ds->started = FALSE; |
2275 | ds->w = state->w; |
2276 | ds->h = state->h; |
ec9a0f09 |
2277 | ds->visible = snewn(ds->w * ds->h, unsigned int); |
08dd70c3 |
2278 | for (i = 0; i < ds->w * ds->h; i++) |
2279 | ds->visible[i] = 0xFFFF; |
3870c4d8 |
2280 | |
2281 | return ds; |
2282 | } |
2283 | |
be8d5aa1 |
2284 | static void game_free_drawstate(game_drawstate *ds) |
3870c4d8 |
2285 | { |
2286 | sfree(ds->visible); |
2287 | sfree(ds); |
2288 | } |
2289 | |
be8d5aa1 |
2290 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
ec9a0f09 |
2291 | unsigned char *hedge, unsigned char *vedge, |
2292 | unsigned char *corners, int correct) |
3870c4d8 |
2293 | { |
2294 | int cx = COORD(x), cy = COORD(y); |
2295 | char str[80]; |
2296 | |
2297 | draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); |
2298 | draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, |
2299 | correct ? COL_CORRECT : COL_BACKGROUND); |
2300 | |
2301 | if (grid(state,x,y)) { |
2302 | sprintf(str, "%d", grid(state,x,y)); |
2303 | draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, |
105a00d0 |
2304 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); |
3870c4d8 |
2305 | } |
2306 | |
2307 | /* |
2308 | * Draw edges. |
2309 | */ |
08dd70c3 |
2310 | if (!HRANGE(state,x,y) || index(state,hedge,x,y)) |
2311 | draw_rect(fe, cx, cy, TILE_SIZE+1, 2, |
2312 | HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) : |
2313 | COL_LINE); |
2314 | if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1)) |
2315 | draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, |
2316 | HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) : |
2317 | COL_LINE); |
2318 | if (!VRANGE(state,x,y) || index(state,vedge,x,y)) |
2319 | draw_rect(fe, cx, cy, 2, TILE_SIZE+1, |
2320 | VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) : |
2321 | COL_LINE); |
2322 | if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y)) |
2323 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, |
2324 | VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) : |
2325 | COL_LINE); |
3870c4d8 |
2326 | |
2327 | /* |
2328 | * Draw corners. |
2329 | */ |
ec9a0f09 |
2330 | if (index(state,corners,x,y)) |
08dd70c3 |
2331 | draw_rect(fe, cx, cy, 2, 2, |
ec9a0f09 |
2332 | COLOUR(index(state,corners,x,y))); |
2333 | if (x+1 < state->w && index(state,corners,x+1,y)) |
08dd70c3 |
2334 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, |
ec9a0f09 |
2335 | COLOUR(index(state,corners,x+1,y))); |
2336 | if (y+1 < state->h && index(state,corners,x,y+1)) |
08dd70c3 |
2337 | draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
2338 | COLOUR(index(state,corners,x,y+1))); |
2339 | if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1)) |
08dd70c3 |
2340 | draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, |
ec9a0f09 |
2341 | COLOUR(index(state,corners,x+1,y+1))); |
3870c4d8 |
2342 | |
2343 | draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); |
2344 | } |
2345 | |
be8d5aa1 |
2346 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
c822de4a |
2347 | game_state *state, int dir, game_ui *ui, |
74a4e547 |
2348 | float animtime, float flashtime) |
3870c4d8 |
2349 | { |
2350 | int x, y; |
2351 | unsigned char *correct; |
ec9a0f09 |
2352 | unsigned char *hedge, *vedge, *corners; |
3870c4d8 |
2353 | |
2354 | correct = get_correct(state); |
2355 | |
08dd70c3 |
2356 | if (ui->dragged) { |
2357 | hedge = snewn(state->w*state->h, unsigned char); |
2358 | vedge = snewn(state->w*state->h, unsigned char); |
2359 | memcpy(hedge, state->hedge, state->w*state->h); |
2360 | memcpy(vedge, state->vedge, state->w*state->h); |
2361 | ui_draw_rect(state, ui, hedge, vedge, 2); |
2362 | } else { |
2363 | hedge = state->hedge; |
2364 | vedge = state->vedge; |
2365 | } |
2366 | |
ec9a0f09 |
2367 | corners = snewn(state->w * state->h, unsigned char); |
2368 | memset(corners, 0, state->w * state->h); |
2369 | for (x = 0; x < state->w; x++) |
2370 | for (y = 0; y < state->h; y++) { |
2371 | if (x > 0) { |
2372 | int e = index(state, vedge, x, y); |
2373 | if (index(state,corners,x,y) < e) |
2374 | index(state,corners,x,y) = e; |
2375 | if (y+1 < state->h && |
2376 | index(state,corners,x,y+1) < e) |
2377 | index(state,corners,x,y+1) = e; |
2378 | } |
2379 | if (y > 0) { |
2380 | int e = index(state, hedge, x, y); |
2381 | if (index(state,corners,x,y) < e) |
2382 | index(state,corners,x,y) = e; |
2383 | if (x+1 < state->w && |
2384 | index(state,corners,x+1,y) < e) |
2385 | index(state,corners,x+1,y) = e; |
2386 | } |
2387 | } |
2388 | |
3870c4d8 |
2389 | if (!ds->started) { |
105a00d0 |
2390 | draw_rect(fe, 0, 0, |
2391 | state->w * TILE_SIZE + 2*BORDER + 1, |
2392 | state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND); |
3870c4d8 |
2393 | draw_rect(fe, COORD(0)-1, COORD(0)-1, |
2394 | ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); |
2395 | ds->started = TRUE; |
863c3945 |
2396 | draw_update(fe, 0, 0, |
2397 | state->w * TILE_SIZE + 2*BORDER + 1, |
2398 | state->h * TILE_SIZE + 2*BORDER + 1); |
3870c4d8 |
2399 | } |
2400 | |
2401 | for (x = 0; x < state->w; x++) |
2402 | for (y = 0; y < state->h; y++) { |
ec9a0f09 |
2403 | unsigned int c = 0; |
08dd70c3 |
2404 | |
2405 | if (HRANGE(state,x,y)) |
2406 | c |= index(state,hedge,x,y); |
eddb22e8 |
2407 | if (HRANGE(state,x,y+1)) |
2408 | c |= index(state,hedge,x,y+1) << 2; |
08dd70c3 |
2409 | if (VRANGE(state,x,y)) |
2410 | c |= index(state,vedge,x,y) << 4; |
eddb22e8 |
2411 | if (VRANGE(state,x+1,y)) |
2412 | c |= index(state,vedge,x+1,y) << 6; |
ec9a0f09 |
2413 | c |= index(state,corners,x,y) << 8; |
2414 | if (x+1 < state->w) |
2415 | c |= index(state,corners,x+1,y) << 10; |
2416 | if (y+1 < state->h) |
2417 | c |= index(state,corners,x,y+1) << 12; |
2418 | if (x+1 < state->w && y+1 < state->h) |
2419 | c |= index(state,corners,x+1,y+1) << 14; |
ef29354c |
2420 | if (index(state, correct, x, y) && !flashtime) |
3870c4d8 |
2421 | c |= CORRECT; |
2422 | |
2423 | if (index(ds,ds->visible,x,y) != c) { |
ec9a0f09 |
2424 | draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT); |
2425 | index(ds,ds->visible,x,y) = c; |
3870c4d8 |
2426 | } |
2427 | } |
2428 | |
08dd70c3 |
2429 | if (hedge != state->hedge) { |
2430 | sfree(hedge); |
2431 | sfree(vedge); |
2432 | } |
2433 | |
11c44cf5 |
2434 | sfree(corners); |
3870c4d8 |
2435 | sfree(correct); |
2436 | } |
2437 | |
be8d5aa1 |
2438 | static float game_anim_length(game_state *oldstate, |
2439 | game_state *newstate, int dir) |
3870c4d8 |
2440 | { |
2441 | return 0.0F; |
2442 | } |
2443 | |
be8d5aa1 |
2444 | static float game_flash_length(game_state *oldstate, |
2445 | game_state *newstate, int dir) |
3870c4d8 |
2446 | { |
2ac6d24e |
2447 | if (!oldstate->completed && newstate->completed && |
2448 | !oldstate->cheated && !newstate->cheated) |
ef29354c |
2449 | return FLASH_TIME; |
3870c4d8 |
2450 | return 0.0F; |
2451 | } |
2452 | |
be8d5aa1 |
2453 | static int game_wants_statusbar(void) |
3870c4d8 |
2454 | { |
2455 | return FALSE; |
2456 | } |
be8d5aa1 |
2457 | |
2458 | #ifdef COMBINED |
2459 | #define thegame rect |
2460 | #endif |
2461 | |
2462 | const struct game thegame = { |
1d228b10 |
2463 | "Rectangles", "games.rectangles", |
be8d5aa1 |
2464 | default_params, |
2465 | game_fetch_preset, |
2466 | decode_params, |
2467 | encode_params, |
2468 | free_params, |
2469 | dup_params, |
1d228b10 |
2470 | TRUE, game_configure, custom_params, |
be8d5aa1 |
2471 | validate_params, |
1185e3c5 |
2472 | new_game_desc, |
6f2d8d7c |
2473 | game_free_aux_info, |
1185e3c5 |
2474 | validate_desc, |
be8d5aa1 |
2475 | new_game, |
2476 | dup_game, |
2477 | free_game, |
2ac6d24e |
2478 | TRUE, solve_game, |
6ad5ed74 |
2479 | TRUE, game_text_format, |
be8d5aa1 |
2480 | new_ui, |
2481 | free_ui, |
2482 | make_move, |
2483 | game_size, |
2484 | game_colours, |
2485 | game_new_drawstate, |
2486 | game_free_drawstate, |
2487 | game_redraw, |
2488 | game_anim_length, |
2489 | game_flash_length, |
2490 | game_wants_statusbar, |
2491 | }; |