Add a `jumble' key (`J') to Net, which scrambles the positions of all unlocked
[sgt/puzzles] / rect.c
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3870c4d8 1/*
2 * rect.c: Puzzle from nikoli.co.jp. You have a square grid with
3 * numbers in some squares; you must divide the square grid up into
4 * variously sized rectangles, such that every rectangle contains
5 * exactly one numbered square and the area of each rectangle is
6 * equal to the number contained in it.
7 */
8
9/*
10 * TODO:
11 *
12 * - Improve on singleton removal by making an aesthetic choice
13 * about which of the options to take.
14 *
15 * - When doing the 3x3 trick in singleton removal, limit the size
16 * of the generated rectangles in accordance with the max
17 * rectangle size.
18 *
19 * - It might be interesting to deliberately try to place
20 * numbers so as to reduce alternative solution patterns. I
21 * doubt we can do a perfect job of this, but we can make a
22 * start by, for example, noticing pairs of 2-rects
23 * alongside one another and _not_ putting their numbers at
24 * opposite ends.
25 *
26 * - If we start by sorting the rectlist in descending order
27 * of area, we might be able to bias our random number
28 * selection to produce a few large rectangles more often
29 * than oodles of small ones? Unsure, but might be worth a
30 * try.
31 */
32
33#include <stdio.h>
34#include <stdlib.h>
35#include <string.h>
36#include <assert.h>
b0e26073 37#include <ctype.h>
3870c4d8 38#include <math.h>
39
40#include "puzzles.h"
41
42const char *const game_name = "Rectangles";
e91825f8 43const char *const game_winhelp_topic = "games.rectangles";
3870c4d8 44const int game_can_configure = TRUE;
45
46enum {
47 COL_BACKGROUND,
48 COL_CORRECT,
49 COL_LINE,
50 COL_TEXT,
51 COL_GRID,
08dd70c3 52 COL_DRAG,
3870c4d8 53 NCOLOURS
54};
55
56struct game_params {
57 int w, h;
aea3ed9a 58 float expandfactor;
3870c4d8 59};
60
61#define INDEX(state, x, y) (((y) * (state)->w) + (x))
62#define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
63#define grid(state,x,y) index(state, (state)->grid, x, y)
64#define vedge(state,x,y) index(state, (state)->vedge, x, y)
65#define hedge(state,x,y) index(state, (state)->hedge, x, y)
66
67#define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
68 (y) >= dy && (y) < (state)->h )
69#define RANGE(state,x,y) CRANGE(state,x,y,0,0)
70#define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
71#define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
72
73#define TILE_SIZE 24
74#define BORDER 18
75
d4e7900f 76#define CORNER_TOLERANCE 0.15F
77#define CENTRE_TOLERANCE 0.15F
78
ef29354c 79#define FLASH_TIME 0.13F
80
3870c4d8 81#define COORD(x) ( (x) * TILE_SIZE + BORDER )
82#define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
83
84struct game_state {
85 int w, h;
86 int *grid; /* contains the numbers */
87 unsigned char *vedge; /* (w+1) x h */
88 unsigned char *hedge; /* w x (h+1) */
ef29354c 89 int completed;
3870c4d8 90};
91
92game_params *default_params(void)
93{
94 game_params *ret = snew(game_params);
95
96 ret->w = ret->h = 7;
aea3ed9a 97 ret->expandfactor = 0.0F;
3870c4d8 98
99 return ret;
100}
101
102int game_fetch_preset(int i, char **name, game_params **params)
103{
104 game_params *ret;
105 int w, h;
106 char buf[80];
107
108 switch (i) {
109 case 0: w = 7, h = 7; break;
110 case 1: w = 11, h = 11; break;
111 case 2: w = 15, h = 15; break;
112 case 3: w = 19, h = 19; break;
113 default: return FALSE;
114 }
115
116 sprintf(buf, "%dx%d", w, h);
117 *name = dupstr(buf);
118 *params = ret = snew(game_params);
119 ret->w = w;
120 ret->h = h;
aea3ed9a 121 ret->expandfactor = 0.0F;
3870c4d8 122 return TRUE;
123}
124
125void free_params(game_params *params)
126{
127 sfree(params);
128}
129
130game_params *dup_params(game_params *params)
131{
132 game_params *ret = snew(game_params);
133 *ret = *params; /* structure copy */
134 return ret;
135}
136
b0e26073 137game_params *decode_params(char const *string)
138{
139 game_params *ret = default_params();
140
141 ret->w = ret->h = atoi(string);
aea3ed9a 142 ret->expandfactor = 0.0F;
143 while (*string && isdigit((unsigned char)*string)) string++;
b0e26073 144 if (*string == 'x') {
145 string++;
146 ret->h = atoi(string);
aea3ed9a 147 while (*string && isdigit((unsigned char)*string)) string++;
148 }
149 if (*string == 'e') {
150 string++;
151 ret->expandfactor = atof(string);
b0e26073 152 }
153
154 return ret;
155}
156
157char *encode_params(game_params *params)
158{
159 char data[256];
160
161 sprintf(data, "%dx%d", params->w, params->h);
162
163 return dupstr(data);
164}
165
3870c4d8 166config_item *game_configure(game_params *params)
167{
168 config_item *ret;
169 char buf[80];
170
171 ret = snewn(5, config_item);
172
173 ret[0].name = "Width";
174 ret[0].type = C_STRING;
175 sprintf(buf, "%d", params->w);
176 ret[0].sval = dupstr(buf);
177 ret[0].ival = 0;
178
179 ret[1].name = "Height";
180 ret[1].type = C_STRING;
181 sprintf(buf, "%d", params->h);
182 ret[1].sval = dupstr(buf);
183 ret[1].ival = 0;
184
aea3ed9a 185 ret[2].name = "Expansion factor";
186 ret[2].type = C_STRING;
187 sprintf(buf, "%g", params->expandfactor);
188 ret[2].sval = dupstr(buf);
3870c4d8 189 ret[2].ival = 0;
190
aea3ed9a 191 ret[3].name = NULL;
192 ret[3].type = C_END;
193 ret[3].sval = NULL;
194 ret[3].ival = 0;
195
3870c4d8 196 return ret;
197}
198
199game_params *custom_params(config_item *cfg)
200{
201 game_params *ret = snew(game_params);
202
203 ret->w = atoi(cfg[0].sval);
204 ret->h = atoi(cfg[1].sval);
aea3ed9a 205 ret->expandfactor = atof(cfg[2].sval);
3870c4d8 206
207 return ret;
208}
209
210char *validate_params(game_params *params)
211{
212 if (params->w <= 0 && params->h <= 0)
213 return "Width and height must both be greater than zero";
d4e7900f 214 if (params->w < 2 && params->h < 2)
215 return "Grid area must be greater than one";
aea3ed9a 216 if (params->expandfactor < 0.0F)
217 return "Expansion factor may not be negative";
3870c4d8 218 return NULL;
219}
220
221struct rect {
222 int x, y;
223 int w, h;
224};
225
226struct rectlist {
227 struct rect *rects;
228 int n;
229};
230
231static struct rectlist *get_rectlist(game_params *params, int *grid)
232{
233 int rw, rh;
234 int x, y;
235 int maxarea;
236 struct rect *rects = NULL;
237 int nrects = 0, rectsize = 0;
238
239 /*
d4e7900f 240 * Maximum rectangle area is 1/6 of total grid size, unless
241 * this means we can't place any rectangles at all in which
242 * case we set it to 2 at minimum.
3870c4d8 243 */
244 maxarea = params->w * params->h / 6;
d4e7900f 245 if (maxarea < 2)
246 maxarea = 2;
3870c4d8 247
248 for (rw = 1; rw <= params->w; rw++)
249 for (rh = 1; rh <= params->h; rh++) {
250 if (rw * rh > maxarea)
251 continue;
252 if (rw * rh == 1)
253 continue;
254 for (x = 0; x <= params->w - rw; x++)
255 for (y = 0; y <= params->h - rh; y++) {
3870c4d8 256 if (nrects >= rectsize) {
257 rectsize = nrects + 256;
258 rects = sresize(rects, rectsize, struct rect);
259 }
260
261 rects[nrects].x = x;
262 rects[nrects].y = y;
263 rects[nrects].w = rw;
264 rects[nrects].h = rh;
265 nrects++;
266 }
267 }
268
269 if (nrects > 0) {
270 struct rectlist *ret;
271 ret = snew(struct rectlist);
272 ret->rects = rects;
273 ret->n = nrects;
274 return ret;
275 } else {
276 assert(rects == NULL); /* hence no need to free */
277 return NULL;
278 }
279}
280
281static void free_rectlist(struct rectlist *list)
282{
283 sfree(list->rects);
284 sfree(list);
285}
286
287static void place_rect(game_params *params, int *grid, struct rect r)
288{
289 int idx = INDEX(params, r.x, r.y);
290 int x, y;
291
292 for (x = r.x; x < r.x+r.w; x++)
293 for (y = r.y; y < r.y+r.h; y++) {
294 index(params, grid, x, y) = idx;
295 }
296#ifdef GENERATION_DIAGNOSTICS
297 printf(" placing rectangle at (%d,%d) size %d x %d\n",
298 r.x, r.y, r.w, r.h);
299#endif
300}
301
302static struct rect find_rect(game_params *params, int *grid, int x, int y)
303{
304 int idx, w, h;
305 struct rect r;
306
307 /*
308 * Find the top left of the rectangle.
309 */
310 idx = index(params, grid, x, y);
311
312 if (idx < 0) {
313 r.x = x;
314 r.y = y;
315 r.w = r.h = 1;
316 return r; /* 1x1 singleton here */
317 }
318
319 y = idx / params->w;
320 x = idx % params->w;
321
322 /*
323 * Find the width and height of the rectangle.
324 */
325 for (w = 1;
326 (x+w < params->w && index(params,grid,x+w,y)==idx);
327 w++);
328 for (h = 1;
329 (y+h < params->h && index(params,grid,x,y+h)==idx);
330 h++);
331
332 r.x = x;
333 r.y = y;
334 r.w = w;
335 r.h = h;
336
337 return r;
338}
339
340#ifdef GENERATION_DIAGNOSTICS
aea3ed9a 341static void display_grid(game_params *params, int *grid, int *numbers, int all)
3870c4d8 342{
343 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
344 unsigned char);
3870c4d8 345 int x, y;
346 int r = (params->w*2+3);
347
aea3ed9a 348 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
349
3870c4d8 350 for (x = 0; x < params->w; x++)
351 for (y = 0; y < params->h; y++) {
352 int i = index(params, grid, x, y);
353 if (x == 0 || index(params, grid, x-1, y) != i)
354 egrid[(2*y+2) * r + (2*x+1)] = 1;
355 if (x == params->w-1 || index(params, grid, x+1, y) != i)
356 egrid[(2*y+2) * r + (2*x+3)] = 1;
357 if (y == 0 || index(params, grid, x, y-1) != i)
358 egrid[(2*y+1) * r + (2*x+2)] = 1;
359 if (y == params->h-1 || index(params, grid, x, y+1) != i)
360 egrid[(2*y+3) * r + (2*x+2)] = 1;
361 }
362
363 for (y = 1; y < 2*params->h+2; y++) {
364 for (x = 1; x < 2*params->w+2; x++) {
365 if (!((y|x)&1)) {
aea3ed9a 366 int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0;
367 if (k || (all && numbers)) printf("%2d", k); else printf(" ");
3870c4d8 368 } else if (!((y&x)&1)) {
369 int v = egrid[y*r+x];
370 if ((y&1) && v) v = '-';
371 if ((x&1) && v) v = '|';
372 if (!v) v = ' ';
373 putchar(v);
374 if (!(x&1)) putchar(v);
375 } else {
376 int c, d = 0;
377 if (egrid[y*r+(x+1)]) d |= 1;
378 if (egrid[(y-1)*r+x]) d |= 2;
379 if (egrid[y*r+(x-1)]) d |= 4;
380 if (egrid[(y+1)*r+x]) d |= 8;
381 c = " ??+?-++?+|+++++"[d];
382 putchar(c);
383 if (!(x&1)) putchar(c);
384 }
385 }
386 putchar('\n');
387 }
388
389 sfree(egrid);
390}
391#endif
392
393char *new_game_seed(game_params *params, random_state *rs)
394{
395 int *grid, *numbers;
396 struct rectlist *list;
aea3ed9a 397 int x, y, y2, y2last, yx, run, i;
3870c4d8 398 char *seed, *p;
aea3ed9a 399 game_params params2real, *params2 = &params2real;
3870c4d8 400
aea3ed9a 401 /*
402 * Set up the smaller width and height which we will use to
403 * generate the base grid.
404 */
405 params2->w = params->w / (1.0F + params->expandfactor);
b9e2cf12 406 if (params2->w < 2 && params->w >= 2) params2->w = 2;
407 params2->h = params->h / (1.0F + params->expandfactor);
408 if (params2->h < 2 && params->h >= 2) params2->h = 2;
3870c4d8 409
aea3ed9a 410 grid = snewn(params2->w * params2->h, int);
411
412 for (y = 0; y < params2->h; y++)
413 for (x = 0; x < params2->w; x++) {
414 index(params2, grid, x, y) = -1;
3870c4d8 415 }
416
aea3ed9a 417 list = get_rectlist(params2, grid);
3870c4d8 418 assert(list != NULL);
419
420 /*
421 * Place rectangles until we can't any more.
422 */
423 while (list->n > 0) {
424 int i, m;
425 struct rect r;
426
427 /*
428 * Pick a random rectangle.
429 */
430 i = random_upto(rs, list->n);
431 r = list->rects[i];
432
433 /*
434 * Place it.
435 */
aea3ed9a 436 place_rect(params2, grid, r);
3870c4d8 437
438 /*
439 * Winnow the list by removing any rectangles which
440 * overlap this one.
441 */
442 m = 0;
443 for (i = 0; i < list->n; i++) {
444 struct rect s = list->rects[i];
445 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
446 s.y+s.h <= r.y || r.y+r.h <= s.y)
447 list->rects[m++] = s;
448 }
449 list->n = m;
450 }
451
452 free_rectlist(list);
453
454 /*
455 * Deal with singleton spaces remaining in the grid, one by
456 * one.
457 *
458 * We do this by making a local change to the layout. There are
459 * several possibilities:
460 *
461 * +-----+-----+ Here, we can remove the singleton by
462 * | | | extending the 1x2 rectangle below it
463 * +--+--+-----+ into a 1x3.
464 * | | | |
465 * | +--+ |
466 * | | | |
467 * | | | |
468 * | | | |
469 * +--+--+-----+
470 *
471 * +--+--+--+ Here, that trick doesn't work: there's no
472 * | | | 1 x n rectangle with the singleton at one
473 * | | | end. Instead, we extend a 1 x n rectangle
474 * | | | _out_ from the singleton, shaving a layer
475 * +--+--+ | off the end of another rectangle. So if we
476 * | | | | extended up, we'd make our singleton part
477 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
478 * | | | used to be; or we could extend right into
479 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
480 *
481 * +-----+--+ Here, we can't even do _that_, since any
482 * | | | direction we choose to extend the singleton
483 * +--+--+ | will produce a new singleton as a result of
484 * | | | | truncating one of the size-2 rectangles.
485 * | +--+--+ Fortunately, this case can _only_ occur when
486 * | | | a singleton is surrounded by four size-2s
487 * +--+-----+ in this fashion; so instead we can simply
488 * replace the whole section with a single 3x3.
489 */
aea3ed9a 490 for (x = 0; x < params2->w; x++) {
491 for (y = 0; y < params2->h; y++) {
492 if (index(params2, grid, x, y) < 0) {
3870c4d8 493 int dirs[4], ndirs;
494
495#ifdef GENERATION_DIAGNOSTICS
aea3ed9a 496 display_grid(params2, grid, NULL, FALSE);
3870c4d8 497 printf("singleton at %d,%d\n", x, y);
498#endif
499
500 /*
501 * Check in which directions we can feasibly extend
502 * the singleton. We can extend in a particular
503 * direction iff either:
504 *
505 * - the rectangle on that side of the singleton
506 * is not 2x1, and we are at one end of the edge
507 * of it we are touching
508 *
509 * - it is 2x1 but we are on its short side.
510 *
511 * FIXME: we could plausibly choose between these
512 * based on the sizes of the rectangles they would
513 * create?
514 */
515 ndirs = 0;
aea3ed9a 516 if (x < params2->w-1) {
517 struct rect r = find_rect(params2, grid, x+1, y);
3870c4d8 518 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
519 dirs[ndirs++] = 1; /* right */
520 }
521 if (y > 0) {
aea3ed9a 522 struct rect r = find_rect(params2, grid, x, y-1);
3870c4d8 523 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
524 dirs[ndirs++] = 2; /* up */
525 }
526 if (x > 0) {
aea3ed9a 527 struct rect r = find_rect(params2, grid, x-1, y);
3870c4d8 528 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
529 dirs[ndirs++] = 4; /* left */
530 }
aea3ed9a 531 if (y < params2->h-1) {
532 struct rect r = find_rect(params2, grid, x, y+1);
3870c4d8 533 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
534 dirs[ndirs++] = 8; /* down */
535 }
536
537 if (ndirs > 0) {
538 int which, dir;
539 struct rect r1, r2;
540
541 which = random_upto(rs, ndirs);
542 dir = dirs[which];
543
544 switch (dir) {
545 case 1: /* right */
aea3ed9a 546 assert(x < params2->w+1);
3870c4d8 547#ifdef GENERATION_DIAGNOSTICS
548 printf("extending right\n");
549#endif
aea3ed9a 550 r1 = find_rect(params2, grid, x+1, y);
3870c4d8 551 r2.x = x;
552 r2.y = y;
553 r2.w = 1 + r1.w;
554 r2.h = 1;
555 if (r1.y == y)
556 r1.y++;
557 r1.h--;
558 break;
559 case 2: /* up */
560 assert(y > 0);
561#ifdef GENERATION_DIAGNOSTICS
562 printf("extending up\n");
563#endif
aea3ed9a 564 r1 = find_rect(params2, grid, x, y-1);
3870c4d8 565 r2.x = x;
566 r2.y = r1.y;
567 r2.w = 1;
568 r2.h = 1 + r1.h;
569 if (r1.x == x)
570 r1.x++;
571 r1.w--;
572 break;
573 case 4: /* left */
574 assert(x > 0);
575#ifdef GENERATION_DIAGNOSTICS
576 printf("extending left\n");
577#endif
aea3ed9a 578 r1 = find_rect(params2, grid, x-1, y);
3870c4d8 579 r2.x = r1.x;
580 r2.y = y;
581 r2.w = 1 + r1.w;
582 r2.h = 1;
583 if (r1.y == y)
584 r1.y++;
585 r1.h--;
586 break;
587 case 8: /* down */
aea3ed9a 588 assert(y < params2->h+1);
3870c4d8 589#ifdef GENERATION_DIAGNOSTICS
590 printf("extending down\n");
591#endif
aea3ed9a 592 r1 = find_rect(params2, grid, x, y+1);
3870c4d8 593 r2.x = x;
594 r2.y = y;
595 r2.w = 1;
596 r2.h = 1 + r1.h;
597 if (r1.x == x)
598 r1.x++;
599 r1.w--;
600 break;
601 }
602 if (r1.h > 0 && r1.w > 0)
aea3ed9a 603 place_rect(params2, grid, r1);
604 place_rect(params2, grid, r2);
3870c4d8 605 } else {
606#ifndef NDEBUG
607 /*
608 * Sanity-check that there really is a 3x3
609 * rectangle surrounding this singleton and it
610 * contains absolutely everything we could
611 * possibly need.
612 */
613 {
614 int xx, yy;
aea3ed9a 615 assert(x > 0 && x < params2->w-1);
616 assert(y > 0 && y < params2->h-1);
3870c4d8 617
618 for (xx = x-1; xx <= x+1; xx++)
619 for (yy = y-1; yy <= y+1; yy++) {
aea3ed9a 620 struct rect r = find_rect(params2,grid,xx,yy);
3870c4d8 621 assert(r.x >= x-1);
622 assert(r.y >= y-1);
623 assert(r.x+r.w-1 <= x+1);
624 assert(r.y+r.h-1 <= y+1);
625 }
626 }
627#endif
628
629#ifdef GENERATION_DIAGNOSTICS
630 printf("need the 3x3 trick\n");
631#endif
632
633 /*
634 * FIXME: If the maximum rectangle area for
635 * this grid is less than 9, we ought to
636 * subdivide the 3x3 in some fashion. There are
637 * five other possibilities:
638 *
639 * - a 6 and a 3
640 * - a 4, a 3 and a 2
641 * - three 3s
642 * - a 3 and three 2s (two different arrangements).
643 */
644
645 {
646 struct rect r;
647 r.x = x-1;
648 r.y = y-1;
649 r.w = r.h = 3;
aea3ed9a 650 place_rect(params2, grid, r);
3870c4d8 651 }
652 }
653 }
654 }
655 }
656
657 /*
aea3ed9a 658 * We have now constructed a grid of the size specified in
659 * params2. Now we extend it into a grid of the size specified
660 * in params. We do this in two passes: we extend it vertically
661 * until it's the right height, then we transpose it, then
662 * extend it vertically again (getting it effectively the right
663 * width), then finally transpose again.
664 */
665 for (i = 0; i < 2; i++) {
666 int *grid2, *expand, *where;
667 game_params params3real, *params3 = &params3real;
668
669#ifdef GENERATION_DIAGNOSTICS
670 printf("before expansion:\n");
671 display_grid(params2, grid, NULL, TRUE);
672#endif
673
674 /*
675 * Set up the new grid.
676 */
677 grid2 = snewn(params2->w * params->h, int);
678 expand = snewn(params2->h-1, int);
679 where = snewn(params2->w, int);
680 params3->w = params2->w;
681 params3->h = params->h;
682
683 /*
684 * Decide which horizontal edges are going to get expanded,
685 * and by how much.
686 */
687 for (y = 0; y < params2->h-1; y++)
688 expand[y] = 0;
689 for (y = params2->h; y < params->h; y++) {
690 x = random_upto(rs, params2->h-1);
691 expand[x]++;
692 }
693
694#ifdef GENERATION_DIAGNOSTICS
695 printf("expand[] = {");
696 for (y = 0; y < params2->h-1; y++)
697 printf(" %d", expand[y]);
698 printf(" }\n");
699#endif
700
701 /*
702 * Perform the expansion. The way this works is that we
703 * alternately:
704 *
705 * - copy a row from grid into grid2
706 *
707 * - invent some number of additional rows in grid2 where
708 * there was previously only a horizontal line between
709 * rows in grid, and make random decisions about where
710 * among these to place each rectangle edge that ran
711 * along this line.
712 */
713 for (y = y2 = y2last = 0; y < params2->h; y++) {
714 /*
715 * Copy a single line from row y of grid into row y2 of
716 * grid2.
717 */
718 for (x = 0; x < params2->w; x++) {
719 int val = index(params2, grid, x, y);
720 if (val / params2->w == y && /* rect starts on this line */
721 (y2 == 0 || /* we're at the very top, or... */
722 index(params3, grid2, x, y2-1) / params3->w < y2last
723 /* this rect isn't already started */))
724 index(params3, grid2, x, y2) =
725 INDEX(params3, val % params2->w, y2);
726 else
727 index(params3, grid2, x, y2) =
728 index(params3, grid2, x, y2-1);
729 }
730
731 /*
732 * If that was the last line, terminate the loop early.
733 */
734 if (++y2 == params3->h)
735 break;
736
737 y2last = y2;
738
739 /*
740 * Invent some number of additional lines. First walk
741 * along this line working out where to put all the
742 * edges that coincide with it.
743 */
744 yx = -1;
745 for (x = 0; x < params2->w; x++) {
746 if (index(params2, grid, x, y) !=
747 index(params2, grid, x, y+1)) {
748 /*
749 * This is a horizontal edge, so it needs
750 * placing.
751 */
752 if (x == 0 ||
753 (index(params2, grid, x-1, y) !=
754 index(params2, grid, x, y) &&
755 index(params2, grid, x-1, y+1) !=
756 index(params2, grid, x, y+1))) {
757 /*
758 * Here we have the chance to make a new
759 * decision.
760 */
761 yx = random_upto(rs, expand[y]+1);
762 } else {
763 /*
764 * Here we just reuse the previous value of
765 * yx.
766 */
767 }
768 } else
769 yx = -1;
770 where[x] = yx;
771 }
772
773 for (yx = 0; yx < expand[y]; yx++) {
774 /*
775 * Invent a single row. For each square in the row,
776 * we copy the grid entry from the square above it,
777 * unless we're starting the new rectangle here.
778 */
779 for (x = 0; x < params2->w; x++) {
780 if (yx == where[x]) {
781 int val = index(params2, grid, x, y+1);
782 val %= params2->w;
783 val = INDEX(params3, val, y2);
784 index(params3, grid2, x, y2) = val;
785 } else
786 index(params3, grid2, x, y2) =
787 index(params3, grid2, x, y2-1);
788 }
789
790 y2++;
791 }
792 }
793
794 sfree(expand);
795 sfree(where);
796
797#ifdef GENERATION_DIAGNOSTICS
798 printf("after expansion:\n");
799 display_grid(params3, grid2, NULL, TRUE);
800#endif
801 /*
802 * Transpose.
803 */
804 params2->w = params3->h;
805 params2->h = params3->w;
806 sfree(grid);
807 grid = snewn(params2->w * params2->h, int);
808 for (x = 0; x < params2->w; x++)
809 for (y = 0; y < params2->h; y++) {
810 int idx1 = INDEX(params2, x, y);
811 int idx2 = INDEX(params3, y, x);
812 int tmp;
813
814 tmp = grid2[idx2];
815 tmp = (tmp % params3->w) * params2->w + (tmp / params3->w);
816 grid[idx1] = tmp;
817 }
818
819 sfree(grid2);
820
821 {
822 int tmp;
823 tmp = params->w;
824 params->w = params->h;
825 params->h = tmp;
826 }
827
828#ifdef GENERATION_DIAGNOSTICS
829 printf("after transposition:\n");
830 display_grid(params2, grid, NULL, TRUE);
831#endif
832 }
833
834 /*
3870c4d8 835 * Place numbers.
836 */
aea3ed9a 837 numbers = snewn(params->w * params->h, int);
838
839 for (y = 0; y < params->h; y++)
840 for (x = 0; x < params->w; x++) {
841 index(params, numbers, x, y) = 0;
842 }
843
3870c4d8 844 for (x = 0; x < params->w; x++) {
845 for (y = 0; y < params->h; y++) {
846 int idx = INDEX(params, x, y);
847 if (index(params, grid, x, y) == idx) {
848 struct rect r = find_rect(params, grid, x, y);
849 int n, xx, yy;
850
851 /*
852 * Decide where to put the number.
853 */
854 n = random_upto(rs, r.w*r.h);
855 yy = n / r.w;
856 xx = n % r.w;
857 index(params,numbers,x+xx,y+yy) = r.w*r.h;
858 }
859 }
860 }
861
862#ifdef GENERATION_DIAGNOSTICS
aea3ed9a 863 display_grid(params, grid, numbers, FALSE);
3870c4d8 864#endif
865
866 seed = snewn(11 * params->w * params->h, char);
867 p = seed;
868 run = 0;
869 for (i = 0; i <= params->w * params->h; i++) {
870 int n = (i < params->w * params->h ? numbers[i] : -1);
871
872 if (!n)
873 run++;
874 else {
875 if (run) {
876 while (run > 0) {
877 int c = 'a' - 1 + run;
878 if (run > 26)
879 c = 'z';
880 *p++ = c;
881 run -= c - ('a' - 1);
882 }
883 } else {
0e87eedc 884 /*
885 * If there's a number in the very top left or
886 * bottom right, there's no point putting an
887 * unnecessary _ before or after it.
888 */
889 if (p > seed && n > 0)
890 *p++ = '_';
3870c4d8 891 }
892 if (n > 0)
893 p += sprintf(p, "%d", n);
894 run = 0;
895 }
896 }
897 *p = '\0';
898
899 sfree(grid);
900 sfree(numbers);
901
902 return seed;
903}
904
905char *validate_seed(game_params *params, char *seed)
906{
907 int area = params->w * params->h;
908 int squares = 0;
909
910 while (*seed) {
911 int n = *seed++;
912 if (n >= 'a' && n <= 'z') {
913 squares += n - 'a' + 1;
914 } else if (n == '_') {
915 /* do nothing */;
916 } else if (n > '0' && n <= '9') {
9bb5bf60 917 squares++;
3870c4d8 918 while (*seed >= '0' && *seed <= '9')
919 seed++;
920 } else
921 return "Invalid character in game specification";
922 }
923
924 if (squares < area)
925 return "Not enough data to fill grid";
926
927 if (squares > area)
928 return "Too much data to fit in grid";
929
930 return NULL;
931}
932
933game_state *new_game(game_params *params, char *seed)
934{
935 game_state *state = snew(game_state);
936 int x, y, i, area;
937
938 state->w = params->w;
939 state->h = params->h;
940
941 area = state->w * state->h;
942
943 state->grid = snewn(area, int);
944 state->vedge = snewn(area, unsigned char);
945 state->hedge = snewn(area, unsigned char);
ef29354c 946 state->completed = FALSE;
3870c4d8 947
948 i = 0;
949 while (*seed) {
950 int n = *seed++;
951 if (n >= 'a' && n <= 'z') {
952 int run = n - 'a' + 1;
953 assert(i + run <= area);
954 while (run-- > 0)
955 state->grid[i++] = 0;
956 } else if (n == '_') {
957 /* do nothing */;
958 } else if (n > '0' && n <= '9') {
959 assert(i < area);
960 state->grid[i++] = atoi(seed-1);
961 while (*seed >= '0' && *seed <= '9')
962 seed++;
963 } else {
964 assert(!"We can't get here");
965 }
966 }
967 assert(i == area);
968
969 for (y = 0; y < state->h; y++)
970 for (x = 0; x < state->w; x++)
971 vedge(state,x,y) = hedge(state,x,y) = 0;
972
973 return state;
974}
975
976game_state *dup_game(game_state *state)
977{
978 game_state *ret = snew(game_state);
979
980 ret->w = state->w;
981 ret->h = state->h;
982
983 ret->vedge = snewn(state->w * state->h, unsigned char);
984 ret->hedge = snewn(state->w * state->h, unsigned char);
985 ret->grid = snewn(state->w * state->h, int);
986
ef29354c 987 ret->completed = state->completed;
988
3870c4d8 989 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
990 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
991 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
992
993 return ret;
994}
995
996void free_game(game_state *state)
997{
998 sfree(state->grid);
999 sfree(state->vedge);
1000 sfree(state->hedge);
1001 sfree(state);
1002}
1003
1004static unsigned char *get_correct(game_state *state)
1005{
1006 unsigned char *ret;
1007 int x, y;
1008
1009 ret = snewn(state->w * state->h, unsigned char);
1010 memset(ret, 0xFF, state->w * state->h);
1011
1012 for (x = 0; x < state->w; x++)
1013 for (y = 0; y < state->h; y++)
1014 if (index(state,ret,x,y) == 0xFF) {
1015 int rw, rh;
1016 int xx, yy;
1017 int num, area, valid;
1018
1019 /*
1020 * Find a rectangle starting at this point.
1021 */
1022 rw = 1;
1023 while (x+rw < state->w && !vedge(state,x+rw,y))
1024 rw++;
1025 rh = 1;
1026 while (y+rh < state->h && !hedge(state,x,y+rh))
1027 rh++;
1028
1029 /*
1030 * We know what the dimensions of the rectangle
1031 * should be if it's there at all. Find out if we
1032 * really have a valid rectangle.
1033 */
1034 valid = TRUE;
1035 /* Check the horizontal edges. */
1036 for (xx = x; xx < x+rw; xx++) {
1037 for (yy = y; yy <= y+rh; yy++) {
1038 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
1039 int ec = (yy == y || yy == y+rh);
1040 if (e != ec)
1041 valid = FALSE;
1042 }
1043 }
1044 /* Check the vertical edges. */
1045 for (yy = y; yy < y+rh; yy++) {
1046 for (xx = x; xx <= x+rw; xx++) {
1047 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
1048 int ec = (xx == x || xx == x+rw);
1049 if (e != ec)
1050 valid = FALSE;
1051 }
1052 }
1053
1054 /*
1055 * If this is not a valid rectangle with no other
1056 * edges inside it, we just mark this square as not
1057 * complete and proceed to the next square.
1058 */
1059 if (!valid) {
1060 index(state, ret, x, y) = 0;
1061 continue;
1062 }
1063
1064 /*
1065 * We have a rectangle. Now see what its area is,
1066 * and how many numbers are in it.
1067 */
1068 num = 0;
1069 area = 0;
1070 for (xx = x; xx < x+rw; xx++) {
1071 for (yy = y; yy < y+rh; yy++) {
1072 area++;
1073 if (grid(state,xx,yy)) {
1074 if (num > 0)
1075 valid = FALSE; /* two numbers */
1076 num = grid(state,xx,yy);
1077 }
1078 }
1079 }
1080 if (num != area)
1081 valid = FALSE;
1082
1083 /*
1084 * Now fill in the whole rectangle based on the
1085 * value of `valid'.
1086 */
1087 for (xx = x; xx < x+rw; xx++) {
1088 for (yy = y; yy < y+rh; yy++) {
1089 index(state, ret, xx, yy) = valid;
1090 }
1091 }
1092 }
1093
1094 return ret;
1095}
1096
08dd70c3 1097struct game_ui {
1098 /*
1099 * These coordinates are 2 times the obvious grid coordinates.
1100 * Hence, the top left of the grid is (0,0), the grid point to
1101 * the right of that is (2,0), the one _below that_ is (2,2)
1102 * and so on. This is so that we can specify a drag start point
1103 * on an edge (one odd coordinate) or in the middle of a square
1104 * (two odd coordinates) rather than always at a corner.
1105 *
1106 * -1,-1 means no drag is in progress.
1107 */
1108 int drag_start_x;
1109 int drag_start_y;
1110 int drag_end_x;
1111 int drag_end_y;
1112 /*
1113 * This flag is set as soon as a dragging action moves the
1114 * mouse pointer away from its starting point, so that even if
1115 * the pointer _returns_ to its starting point the action is
1116 * treated as a small drag rather than a click.
1117 */
1118 int dragged;
1119};
1120
74a4e547 1121game_ui *new_ui(game_state *state)
1122{
08dd70c3 1123 game_ui *ui = snew(game_ui);
1124 ui->drag_start_x = -1;
1125 ui->drag_start_y = -1;
1126 ui->drag_end_x = -1;
1127 ui->drag_end_y = -1;
1128 ui->dragged = FALSE;
1129 return ui;
74a4e547 1130}
1131
1132void free_ui(game_ui *ui)
1133{
08dd70c3 1134 sfree(ui);
1135}
1136
d4e7900f 1137void coord_round(float x, float y, int *xr, int *yr)
08dd70c3 1138{
d4e7900f 1139 float xs, ys, xv, yv, dx, dy, dist;
08dd70c3 1140
1141 /*
d4e7900f 1142 * Find the nearest square-centre.
08dd70c3 1143 */
d4e7900f 1144 xs = (float)floor(x) + 0.5F;
1145 ys = (float)floor(y) + 0.5F;
08dd70c3 1146
1147 /*
d4e7900f 1148 * And find the nearest grid vertex.
08dd70c3 1149 */
d4e7900f 1150 xv = (float)floor(x + 0.5F);
1151 yv = (float)floor(y + 0.5F);
08dd70c3 1152
1153 /*
d4e7900f 1154 * We allocate clicks in parts of the grid square to either
1155 * corners, edges or square centres, as follows:
1156 *
1157 * +--+--------+--+
1158 * | | | |
1159 * +--+ +--+
1160 * | `. ,' |
1161 * | +--+ |
1162 * | | | |
1163 * | +--+ |
1164 * | ,' `. |
1165 * +--+ +--+
1166 * | | | |
1167 * +--+--------+--+
1168 *
1169 * (Not to scale!)
1170 *
1171 * In other words: we measure the square distance (i.e.
1172 * max(dx,dy)) from the click to the nearest corner, and if
1173 * it's within CORNER_TOLERANCE then we return a corner click.
1174 * We measure the square distance from the click to the nearest
1175 * centre, and if that's within CENTRE_TOLERANCE we return a
1176 * centre click. Failing that, we find which of the two edge
1177 * centres is nearer to the click and return that edge.
08dd70c3 1178 */
d4e7900f 1179
1180 /*
1181 * Check for corner click.
1182 */
1183 dx = (float)fabs(x - xv);
1184 dy = (float)fabs(y - yv);
1185 dist = (dx > dy ? dx : dy);
1186 if (dist < CORNER_TOLERANCE) {
1187 *xr = 2 * (int)xv;
1188 *yr = 2 * (int)yv;
1189 } else {
1190 /*
1191 * Check for centre click.
1192 */
1193 dx = (float)fabs(x - xs);
1194 dy = (float)fabs(y - ys);
1195 dist = (dx > dy ? dx : dy);
1196 if (dist < CENTRE_TOLERANCE) {
1197 *xr = 1 + 2 * (int)xs;
1198 *yr = 1 + 2 * (int)ys;
1199 } else {
1200 /*
1201 * Failing both of those, see which edge we're closer to.
1202 * Conveniently, this is simply done by testing the relative
1203 * magnitude of dx and dy (which are currently distances from
1204 * the square centre).
1205 */
1206 if (dx > dy) {
1207 /* Vertical edge: x-coord of corner,
1208 * y-coord of square centre. */
1209 *xr = 2 * (int)xv;
1210 *yr = 1 + 2 * (int)ys;
1211 } else {
1212 /* Horizontal edge: x-coord of square centre,
1213 * y-coord of corner. */
1214 *xr = 1 + 2 * (int)xs;
1215 *yr = 2 * (int)yv;
1216 }
1217 }
1218 }
08dd70c3 1219}
1220
1221static void ui_draw_rect(game_state *state, game_ui *ui,
1222 unsigned char *hedge, unsigned char *vedge, int c)
1223{
1224 int x1, x2, y1, y2, x, y, t;
1225
1226 x1 = ui->drag_start_x;
1227 x2 = ui->drag_end_x;
1228 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
1229
1230 y1 = ui->drag_start_y;
1231 y2 = ui->drag_end_y;
1232 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
1233
1234 x1 = x1 / 2; /* rounds down */
1235 x2 = (x2+1) / 2; /* rounds up */
1236 y1 = y1 / 2; /* rounds down */
1237 y2 = (y2+1) / 2; /* rounds up */
1238
1239 /*
1240 * Draw horizontal edges of rectangles.
1241 */
1242 for (x = x1; x < x2; x++)
1243 for (y = y1; y <= y2; y++)
1244 if (HRANGE(state,x,y)) {
1245 int val = index(state,hedge,x,y);
1246 if (y == y1 || y == y2)
1247 val = c;
1248 else if (c == 1)
1249 val = 0;
1250 index(state,hedge,x,y) = val;
1251 }
1252
1253 /*
1254 * Draw vertical edges of rectangles.
1255 */
1256 for (y = y1; y < y2; y++)
1257 for (x = x1; x <= x2; x++)
1258 if (VRANGE(state,x,y)) {
1259 int val = index(state,vedge,x,y);
1260 if (x == x1 || x == x2)
1261 val = c;
1262 else if (c == 1)
1263 val = 0;
1264 index(state,vedge,x,y) = val;
1265 }
74a4e547 1266}
1267
1268game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
3870c4d8 1269{
08dd70c3 1270 int xc, yc;
1271 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
3870c4d8 1272 game_state *ret;
1273
08dd70c3 1274 if (button == LEFT_BUTTON) {
1275 startdrag = TRUE;
1276 } else if (button == LEFT_RELEASE) {
1277 enddrag = TRUE;
1278 } else if (button != LEFT_DRAG) {
1279 return NULL;
1280 }
1281
d4e7900f 1282 coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc);
08dd70c3 1283
1284 if (startdrag) {
1285 ui->drag_start_x = xc;
1286 ui->drag_start_y = yc;
1287 ui->drag_end_x = xc;
1288 ui->drag_end_y = yc;
1289 ui->dragged = FALSE;
1290 active = TRUE;
1291 }
3870c4d8 1292
08dd70c3 1293 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1294 ui->drag_end_x = xc;
1295 ui->drag_end_y = yc;
1296 ui->dragged = TRUE;
1297 active = TRUE;
1298 }
3870c4d8 1299
934797c7 1300 ret = NULL;
1301
1302 if (enddrag) {
1303 if (xc >= 0 && xc <= 2*from->w &&
1304 yc >= 0 && yc <= 2*from->h) {
1305 ret = dup_game(from);
1306
1307 if (ui->dragged) {
1308 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1309 } else {
1310 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1311 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1312 }
1313 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1314 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1315 }
1316 }
3870c4d8 1317
934797c7 1318 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1319 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1320 free_game(ret);
1321 ret = NULL;
1322 }
ef29354c 1323
1324 /*
1325 * We've made a real change to the grid. Check to see
1326 * if the game has been completed.
1327 */
d4e7900f 1328 if (ret && !ret->completed) {
ef29354c 1329 int x, y, ok;
1330 unsigned char *correct = get_correct(ret);
1331
1332 ok = TRUE;
1333 for (x = 0; x < ret->w; x++)
1334 for (y = 0; y < ret->h; y++)
1335 if (!index(ret, correct, x, y))
1336 ok = FALSE;
1337
1338 sfree(correct);
1339
1340 if (ok)
1341 ret->completed = TRUE;
1342 }
934797c7 1343 }
1344
1345 ui->drag_start_x = -1;
1346 ui->drag_start_y = -1;
1347 ui->drag_end_x = -1;
1348 ui->drag_end_y = -1;
1349 ui->dragged = FALSE;
1350 active = TRUE;
3870c4d8 1351 }
1352
934797c7 1353 if (ret)
1354 return ret; /* a move has been made */
1355 else if (active)
08dd70c3 1356 return from; /* UI activity has occurred */
934797c7 1357 else
1358 return NULL;
3870c4d8 1359}
1360
1361/* ----------------------------------------------------------------------
1362 * Drawing routines.
1363 */
1364
ec9a0f09 1365#define CORRECT 65536
08dd70c3 1366
1367#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1368#define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1369#define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
3870c4d8 1370
1371struct game_drawstate {
1372 int started;
1373 int w, h;
ec9a0f09 1374 unsigned int *visible;
3870c4d8 1375};
1376
1377void game_size(game_params *params, int *x, int *y)
1378{
1379 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1380 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1381}
1382
1383float *game_colours(frontend *fe, game_state *state, int *ncolours)
1384{
1385 float *ret = snewn(3 * NCOLOURS, float);
1386
1387 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1388
1389 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1390 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1391 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1392
08dd70c3 1393 ret[COL_DRAG * 3 + 0] = 1.0F;
1394 ret[COL_DRAG * 3 + 1] = 0.0F;
1395 ret[COL_DRAG * 3 + 2] = 0.0F;
1396
3870c4d8 1397 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1398 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1399 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1400
1401 ret[COL_LINE * 3 + 0] = 0.0F;
1402 ret[COL_LINE * 3 + 1] = 0.0F;
1403 ret[COL_LINE * 3 + 2] = 0.0F;
1404
1405 ret[COL_TEXT * 3 + 0] = 0.0F;
1406 ret[COL_TEXT * 3 + 1] = 0.0F;
1407 ret[COL_TEXT * 3 + 2] = 0.0F;
1408
1409 *ncolours = NCOLOURS;
1410 return ret;
1411}
1412
1413game_drawstate *game_new_drawstate(game_state *state)
1414{
1415 struct game_drawstate *ds = snew(struct game_drawstate);
08dd70c3 1416 int i;
3870c4d8 1417
1418 ds->started = FALSE;
1419 ds->w = state->w;
1420 ds->h = state->h;
ec9a0f09 1421 ds->visible = snewn(ds->w * ds->h, unsigned int);
08dd70c3 1422 for (i = 0; i < ds->w * ds->h; i++)
1423 ds->visible[i] = 0xFFFF;
3870c4d8 1424
1425 return ds;
1426}
1427
1428void game_free_drawstate(game_drawstate *ds)
1429{
1430 sfree(ds->visible);
1431 sfree(ds);
1432}
1433
08dd70c3 1434void draw_tile(frontend *fe, game_state *state, int x, int y,
ec9a0f09 1435 unsigned char *hedge, unsigned char *vedge,
1436 unsigned char *corners, int correct)
3870c4d8 1437{
1438 int cx = COORD(x), cy = COORD(y);
1439 char str[80];
1440
1441 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1442 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1443 correct ? COL_CORRECT : COL_BACKGROUND);
1444
1445 if (grid(state,x,y)) {
1446 sprintf(str, "%d", grid(state,x,y));
1447 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
105a00d0 1448 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
3870c4d8 1449 }
1450
1451 /*
1452 * Draw edges.
1453 */
08dd70c3 1454 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1455 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1456 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1457 COL_LINE);
1458 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1459 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1460 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1461 COL_LINE);
1462 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1463 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1464 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1465 COL_LINE);
1466 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1467 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1468 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1469 COL_LINE);
3870c4d8 1470
1471 /*
1472 * Draw corners.
1473 */
ec9a0f09 1474 if (index(state,corners,x,y))
08dd70c3 1475 draw_rect(fe, cx, cy, 2, 2,
ec9a0f09 1476 COLOUR(index(state,corners,x,y)));
1477 if (x+1 < state->w && index(state,corners,x+1,y))
08dd70c3 1478 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
ec9a0f09 1479 COLOUR(index(state,corners,x+1,y)));
1480 if (y+1 < state->h && index(state,corners,x,y+1))
08dd70c3 1481 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
ec9a0f09 1482 COLOUR(index(state,corners,x,y+1)));
1483 if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1))
08dd70c3 1484 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
ec9a0f09 1485 COLOUR(index(state,corners,x+1,y+1)));
3870c4d8 1486
1487 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1488}
1489
1490void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
c822de4a 1491 game_state *state, int dir, game_ui *ui,
74a4e547 1492 float animtime, float flashtime)
3870c4d8 1493{
1494 int x, y;
1495 unsigned char *correct;
ec9a0f09 1496 unsigned char *hedge, *vedge, *corners;
3870c4d8 1497
1498 correct = get_correct(state);
1499
08dd70c3 1500 if (ui->dragged) {
1501 hedge = snewn(state->w*state->h, unsigned char);
1502 vedge = snewn(state->w*state->h, unsigned char);
1503 memcpy(hedge, state->hedge, state->w*state->h);
1504 memcpy(vedge, state->vedge, state->w*state->h);
1505 ui_draw_rect(state, ui, hedge, vedge, 2);
1506 } else {
1507 hedge = state->hedge;
1508 vedge = state->vedge;
1509 }
1510
ec9a0f09 1511 corners = snewn(state->w * state->h, unsigned char);
1512 memset(corners, 0, state->w * state->h);
1513 for (x = 0; x < state->w; x++)
1514 for (y = 0; y < state->h; y++) {
1515 if (x > 0) {
1516 int e = index(state, vedge, x, y);
1517 if (index(state,corners,x,y) < e)
1518 index(state,corners,x,y) = e;
1519 if (y+1 < state->h &&
1520 index(state,corners,x,y+1) < e)
1521 index(state,corners,x,y+1) = e;
1522 }
1523 if (y > 0) {
1524 int e = index(state, hedge, x, y);
1525 if (index(state,corners,x,y) < e)
1526 index(state,corners,x,y) = e;
1527 if (x+1 < state->w &&
1528 index(state,corners,x+1,y) < e)
1529 index(state,corners,x+1,y) = e;
1530 }
1531 }
1532
3870c4d8 1533 if (!ds->started) {
105a00d0 1534 draw_rect(fe, 0, 0,
1535 state->w * TILE_SIZE + 2*BORDER + 1,
1536 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
3870c4d8 1537 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1538 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1539 ds->started = TRUE;
863c3945 1540 draw_update(fe, 0, 0,
1541 state->w * TILE_SIZE + 2*BORDER + 1,
1542 state->h * TILE_SIZE + 2*BORDER + 1);
3870c4d8 1543 }
1544
1545 for (x = 0; x < state->w; x++)
1546 for (y = 0; y < state->h; y++) {
ec9a0f09 1547 unsigned int c = 0;
08dd70c3 1548
1549 if (HRANGE(state,x,y))
1550 c |= index(state,hedge,x,y);
eddb22e8 1551 if (HRANGE(state,x,y+1))
1552 c |= index(state,hedge,x,y+1) << 2;
08dd70c3 1553 if (VRANGE(state,x,y))
1554 c |= index(state,vedge,x,y) << 4;
eddb22e8 1555 if (VRANGE(state,x+1,y))
1556 c |= index(state,vedge,x+1,y) << 6;
ec9a0f09 1557 c |= index(state,corners,x,y) << 8;
1558 if (x+1 < state->w)
1559 c |= index(state,corners,x+1,y) << 10;
1560 if (y+1 < state->h)
1561 c |= index(state,corners,x,y+1) << 12;
1562 if (x+1 < state->w && y+1 < state->h)
1563 c |= index(state,corners,x+1,y+1) << 14;
ef29354c 1564 if (index(state, correct, x, y) && !flashtime)
3870c4d8 1565 c |= CORRECT;
1566
1567 if (index(ds,ds->visible,x,y) != c) {
ec9a0f09 1568 draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT);
1569 index(ds,ds->visible,x,y) = c;
3870c4d8 1570 }
1571 }
1572
08dd70c3 1573 if (hedge != state->hedge) {
1574 sfree(hedge);
1575 sfree(vedge);
1576 }
1577
11c44cf5 1578 sfree(corners);
3870c4d8 1579 sfree(correct);
1580}
1581
c822de4a 1582float game_anim_length(game_state *oldstate, game_state *newstate, int dir)
3870c4d8 1583{
1584 return 0.0F;
1585}
1586
c822de4a 1587float game_flash_length(game_state *oldstate, game_state *newstate, int dir)
3870c4d8 1588{
ef29354c 1589 if (!oldstate->completed && newstate->completed)
1590 return FLASH_TIME;
3870c4d8 1591 return 0.0F;
1592}
1593
1594int game_wants_statusbar(void)
1595{
1596 return FALSE;
1597}