Don't rush move animation to a conclusion on a subsequent keypress
[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.
08dd70c3 31 *
32 * - During redraw, do corner analysis centrally in game_redraw()
33 * itself so that we can take it into account when computing the
34 * `visible' array. If we can do this, we can actually _turn on_
35 * the `visible' processing and keep redraws to the minimum
36 * required.
3870c4d8 37 */
38
39#include <stdio.h>
40#include <stdlib.h>
41#include <string.h>
42#include <assert.h>
43#include <math.h>
44
45#include "puzzles.h"
46
47const char *const game_name = "Rectangles";
48const int game_can_configure = TRUE;
49
50enum {
51 COL_BACKGROUND,
52 COL_CORRECT,
53 COL_LINE,
54 COL_TEXT,
55 COL_GRID,
08dd70c3 56 COL_DRAG,
3870c4d8 57 NCOLOURS
58};
59
60struct game_params {
61 int w, h;
62};
63
64#define INDEX(state, x, y) (((y) * (state)->w) + (x))
65#define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
66#define grid(state,x,y) index(state, (state)->grid, x, y)
67#define vedge(state,x,y) index(state, (state)->vedge, x, y)
68#define hedge(state,x,y) index(state, (state)->hedge, x, y)
69
70#define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
71 (y) >= dy && (y) < (state)->h )
72#define RANGE(state,x,y) CRANGE(state,x,y,0,0)
73#define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
74#define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
75
76#define TILE_SIZE 24
77#define BORDER 18
78
79#define COORD(x) ( (x) * TILE_SIZE + BORDER )
80#define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
81
82struct game_state {
83 int w, h;
84 int *grid; /* contains the numbers */
85 unsigned char *vedge; /* (w+1) x h */
86 unsigned char *hedge; /* w x (h+1) */
87};
88
89game_params *default_params(void)
90{
91 game_params *ret = snew(game_params);
92
93 ret->w = ret->h = 7;
94
95 return ret;
96}
97
98int game_fetch_preset(int i, char **name, game_params **params)
99{
100 game_params *ret;
101 int w, h;
102 char buf[80];
103
104 switch (i) {
105 case 0: w = 7, h = 7; break;
106 case 1: w = 11, h = 11; break;
107 case 2: w = 15, h = 15; break;
108 case 3: w = 19, h = 19; break;
109 default: return FALSE;
110 }
111
112 sprintf(buf, "%dx%d", w, h);
113 *name = dupstr(buf);
114 *params = ret = snew(game_params);
115 ret->w = w;
116 ret->h = h;
117 return TRUE;
118}
119
120void free_params(game_params *params)
121{
122 sfree(params);
123}
124
125game_params *dup_params(game_params *params)
126{
127 game_params *ret = snew(game_params);
128 *ret = *params; /* structure copy */
129 return ret;
130}
131
132config_item *game_configure(game_params *params)
133{
134 config_item *ret;
135 char buf[80];
136
137 ret = snewn(5, config_item);
138
139 ret[0].name = "Width";
140 ret[0].type = C_STRING;
141 sprintf(buf, "%d", params->w);
142 ret[0].sval = dupstr(buf);
143 ret[0].ival = 0;
144
145 ret[1].name = "Height";
146 ret[1].type = C_STRING;
147 sprintf(buf, "%d", params->h);
148 ret[1].sval = dupstr(buf);
149 ret[1].ival = 0;
150
151 ret[2].name = NULL;
152 ret[2].type = C_END;
153 ret[2].sval = NULL;
154 ret[2].ival = 0;
155
156 return ret;
157}
158
159game_params *custom_params(config_item *cfg)
160{
161 game_params *ret = snew(game_params);
162
163 ret->w = atoi(cfg[0].sval);
164 ret->h = atoi(cfg[1].sval);
165
166 return ret;
167}
168
169char *validate_params(game_params *params)
170{
171 if (params->w <= 0 && params->h <= 0)
172 return "Width and height must both be greater than zero";
173 if (params->w * params->h < 4)
174 return "Total area must be at least 4";
175 return NULL;
176}
177
178struct rect {
179 int x, y;
180 int w, h;
181};
182
183struct rectlist {
184 struct rect *rects;
185 int n;
186};
187
188static struct rectlist *get_rectlist(game_params *params, int *grid)
189{
190 int rw, rh;
191 int x, y;
192 int maxarea;
193 struct rect *rects = NULL;
194 int nrects = 0, rectsize = 0;
195
196 /*
197 * Maximum rectangle area is 1/6 of total grid size.
198 */
199 maxarea = params->w * params->h / 6;
200
201 for (rw = 1; rw <= params->w; rw++)
202 for (rh = 1; rh <= params->h; rh++) {
203 if (rw * rh > maxarea)
204 continue;
205 if (rw * rh == 1)
206 continue;
207 for (x = 0; x <= params->w - rw; x++)
208 for (y = 0; y <= params->h - rh; y++) {
209 /*
210 * We have a candidate rectangle placement. See
211 * if it's unobstructed.
212 */
213 int xx, yy;
214 int ok;
215
216 ok = TRUE;
217 for (xx = x; xx < x+rw; xx++)
218 for (yy = y; yy < y+rh; yy++)
219 if (index(params, grid, xx, yy) >= 0) {
220 ok = FALSE;
221 goto break1; /* break both loops at once */
222 }
223 break1:
224
225 if (!ok)
226 continue;
227
228 if (nrects >= rectsize) {
229 rectsize = nrects + 256;
230 rects = sresize(rects, rectsize, struct rect);
231 }
232
233 rects[nrects].x = x;
234 rects[nrects].y = y;
235 rects[nrects].w = rw;
236 rects[nrects].h = rh;
237 nrects++;
238 }
239 }
240
241 if (nrects > 0) {
242 struct rectlist *ret;
243 ret = snew(struct rectlist);
244 ret->rects = rects;
245 ret->n = nrects;
246 return ret;
247 } else {
248 assert(rects == NULL); /* hence no need to free */
249 return NULL;
250 }
251}
252
253static void free_rectlist(struct rectlist *list)
254{
255 sfree(list->rects);
256 sfree(list);
257}
258
259static void place_rect(game_params *params, int *grid, struct rect r)
260{
261 int idx = INDEX(params, r.x, r.y);
262 int x, y;
263
264 for (x = r.x; x < r.x+r.w; x++)
265 for (y = r.y; y < r.y+r.h; y++) {
266 index(params, grid, x, y) = idx;
267 }
268#ifdef GENERATION_DIAGNOSTICS
269 printf(" placing rectangle at (%d,%d) size %d x %d\n",
270 r.x, r.y, r.w, r.h);
271#endif
272}
273
274static struct rect find_rect(game_params *params, int *grid, int x, int y)
275{
276 int idx, w, h;
277 struct rect r;
278
279 /*
280 * Find the top left of the rectangle.
281 */
282 idx = index(params, grid, x, y);
283
284 if (idx < 0) {
285 r.x = x;
286 r.y = y;
287 r.w = r.h = 1;
288 return r; /* 1x1 singleton here */
289 }
290
291 y = idx / params->w;
292 x = idx % params->w;
293
294 /*
295 * Find the width and height of the rectangle.
296 */
297 for (w = 1;
298 (x+w < params->w && index(params,grid,x+w,y)==idx);
299 w++);
300 for (h = 1;
301 (y+h < params->h && index(params,grid,x,y+h)==idx);
302 h++);
303
304 r.x = x;
305 r.y = y;
306 r.w = w;
307 r.h = h;
308
309 return r;
310}
311
312#ifdef GENERATION_DIAGNOSTICS
313static void display_grid(game_params *params, int *grid, int *numbers)
314{
315 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
316 unsigned char);
317 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
318 int x, y;
319 int r = (params->w*2+3);
320
321 for (x = 0; x < params->w; x++)
322 for (y = 0; y < params->h; y++) {
323 int i = index(params, grid, x, y);
324 if (x == 0 || index(params, grid, x-1, y) != i)
325 egrid[(2*y+2) * r + (2*x+1)] = 1;
326 if (x == params->w-1 || index(params, grid, x+1, y) != i)
327 egrid[(2*y+2) * r + (2*x+3)] = 1;
328 if (y == 0 || index(params, grid, x, y-1) != i)
329 egrid[(2*y+1) * r + (2*x+2)] = 1;
330 if (y == params->h-1 || index(params, grid, x, y+1) != i)
331 egrid[(2*y+3) * r + (2*x+2)] = 1;
332 }
333
334 for (y = 1; y < 2*params->h+2; y++) {
335 for (x = 1; x < 2*params->w+2; x++) {
336 if (!((y|x)&1)) {
337 int k = index(params, numbers, x/2-1, y/2-1);
338 if (k) printf("%2d", k); else printf(" ");
339 } else if (!((y&x)&1)) {
340 int v = egrid[y*r+x];
341 if ((y&1) && v) v = '-';
342 if ((x&1) && v) v = '|';
343 if (!v) v = ' ';
344 putchar(v);
345 if (!(x&1)) putchar(v);
346 } else {
347 int c, d = 0;
348 if (egrid[y*r+(x+1)]) d |= 1;
349 if (egrid[(y-1)*r+x]) d |= 2;
350 if (egrid[y*r+(x-1)]) d |= 4;
351 if (egrid[(y+1)*r+x]) d |= 8;
352 c = " ??+?-++?+|+++++"[d];
353 putchar(c);
354 if (!(x&1)) putchar(c);
355 }
356 }
357 putchar('\n');
358 }
359
360 sfree(egrid);
361}
362#endif
363
364char *new_game_seed(game_params *params, random_state *rs)
365{
366 int *grid, *numbers;
367 struct rectlist *list;
368 int x, y, run, i;
369 char *seed, *p;
370
371 grid = snewn(params->w * params->h, int);
372 numbers = snewn(params->w * params->h, int);
373
374 for (y = 0; y < params->h; y++)
375 for (x = 0; x < params->w; x++) {
376 index(params, grid, x, y) = -1;
377 index(params, numbers, x, y) = 0;
378 }
379
380 list = get_rectlist(params, grid);
381 assert(list != NULL);
382
383 /*
384 * Place rectangles until we can't any more.
385 */
386 while (list->n > 0) {
387 int i, m;
388 struct rect r;
389
390 /*
391 * Pick a random rectangle.
392 */
393 i = random_upto(rs, list->n);
394 r = list->rects[i];
395
396 /*
397 * Place it.
398 */
399 place_rect(params, grid, r);
400
401 /*
402 * Winnow the list by removing any rectangles which
403 * overlap this one.
404 */
405 m = 0;
406 for (i = 0; i < list->n; i++) {
407 struct rect s = list->rects[i];
408 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
409 s.y+s.h <= r.y || r.y+r.h <= s.y)
410 list->rects[m++] = s;
411 }
412 list->n = m;
413 }
414
415 free_rectlist(list);
416
417 /*
418 * Deal with singleton spaces remaining in the grid, one by
419 * one.
420 *
421 * We do this by making a local change to the layout. There are
422 * several possibilities:
423 *
424 * +-----+-----+ Here, we can remove the singleton by
425 * | | | extending the 1x2 rectangle below it
426 * +--+--+-----+ into a 1x3.
427 * | | | |
428 * | +--+ |
429 * | | | |
430 * | | | |
431 * | | | |
432 * +--+--+-----+
433 *
434 * +--+--+--+ Here, that trick doesn't work: there's no
435 * | | | 1 x n rectangle with the singleton at one
436 * | | | end. Instead, we extend a 1 x n rectangle
437 * | | | _out_ from the singleton, shaving a layer
438 * +--+--+ | off the end of another rectangle. So if we
439 * | | | | extended up, we'd make our singleton part
440 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
441 * | | | used to be; or we could extend right into
442 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
443 *
444 * +-----+--+ Here, we can't even do _that_, since any
445 * | | | direction we choose to extend the singleton
446 * +--+--+ | will produce a new singleton as a result of
447 * | | | | truncating one of the size-2 rectangles.
448 * | +--+--+ Fortunately, this case can _only_ occur when
449 * | | | a singleton is surrounded by four size-2s
450 * +--+-----+ in this fashion; so instead we can simply
451 * replace the whole section with a single 3x3.
452 */
453 for (x = 0; x < params->w; x++) {
454 for (y = 0; y < params->h; y++) {
455 if (index(params, grid, x, y) < 0) {
456 int dirs[4], ndirs;
457
458#ifdef GENERATION_DIAGNOSTICS
459 display_grid(params, grid, numbers);
460 printf("singleton at %d,%d\n", x, y);
461#endif
462
463 /*
464 * Check in which directions we can feasibly extend
465 * the singleton. We can extend in a particular
466 * direction iff either:
467 *
468 * - the rectangle on that side of the singleton
469 * is not 2x1, and we are at one end of the edge
470 * of it we are touching
471 *
472 * - it is 2x1 but we are on its short side.
473 *
474 * FIXME: we could plausibly choose between these
475 * based on the sizes of the rectangles they would
476 * create?
477 */
478 ndirs = 0;
479 if (x < params->w-1) {
480 struct rect r = find_rect(params, grid, x+1, y);
481 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
482 dirs[ndirs++] = 1; /* right */
483 }
484 if (y > 0) {
485 struct rect r = find_rect(params, grid, x, y-1);
486 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
487 dirs[ndirs++] = 2; /* up */
488 }
489 if (x > 0) {
490 struct rect r = find_rect(params, grid, x-1, y);
491 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
492 dirs[ndirs++] = 4; /* left */
493 }
494 if (y < params->h-1) {
495 struct rect r = find_rect(params, grid, x, y+1);
496 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
497 dirs[ndirs++] = 8; /* down */
498 }
499
500 if (ndirs > 0) {
501 int which, dir;
502 struct rect r1, r2;
503
504 which = random_upto(rs, ndirs);
505 dir = dirs[which];
506
507 switch (dir) {
508 case 1: /* right */
509 assert(x < params->w+1);
510#ifdef GENERATION_DIAGNOSTICS
511 printf("extending right\n");
512#endif
513 r1 = find_rect(params, grid, x+1, y);
514 r2.x = x;
515 r2.y = y;
516 r2.w = 1 + r1.w;
517 r2.h = 1;
518 if (r1.y == y)
519 r1.y++;
520 r1.h--;
521 break;
522 case 2: /* up */
523 assert(y > 0);
524#ifdef GENERATION_DIAGNOSTICS
525 printf("extending up\n");
526#endif
527 r1 = find_rect(params, grid, x, y-1);
528 r2.x = x;
529 r2.y = r1.y;
530 r2.w = 1;
531 r2.h = 1 + r1.h;
532 if (r1.x == x)
533 r1.x++;
534 r1.w--;
535 break;
536 case 4: /* left */
537 assert(x > 0);
538#ifdef GENERATION_DIAGNOSTICS
539 printf("extending left\n");
540#endif
541 r1 = find_rect(params, grid, x-1, y);
542 r2.x = r1.x;
543 r2.y = y;
544 r2.w = 1 + r1.w;
545 r2.h = 1;
546 if (r1.y == y)
547 r1.y++;
548 r1.h--;
549 break;
550 case 8: /* down */
551 assert(y < params->h+1);
552#ifdef GENERATION_DIAGNOSTICS
553 printf("extending down\n");
554#endif
555 r1 = find_rect(params, grid, x, y+1);
556 r2.x = x;
557 r2.y = y;
558 r2.w = 1;
559 r2.h = 1 + r1.h;
560 if (r1.x == x)
561 r1.x++;
562 r1.w--;
563 break;
564 }
565 if (r1.h > 0 && r1.w > 0)
566 place_rect(params, grid, r1);
567 place_rect(params, grid, r2);
568 } else {
569#ifndef NDEBUG
570 /*
571 * Sanity-check that there really is a 3x3
572 * rectangle surrounding this singleton and it
573 * contains absolutely everything we could
574 * possibly need.
575 */
576 {
577 int xx, yy;
578 assert(x > 0 && x < params->w-1);
579 assert(y > 0 && y < params->h-1);
580
581 for (xx = x-1; xx <= x+1; xx++)
582 for (yy = y-1; yy <= y+1; yy++) {
583 struct rect r = find_rect(params,grid,xx,yy);
584 assert(r.x >= x-1);
585 assert(r.y >= y-1);
586 assert(r.x+r.w-1 <= x+1);
587 assert(r.y+r.h-1 <= y+1);
588 }
589 }
590#endif
591
592#ifdef GENERATION_DIAGNOSTICS
593 printf("need the 3x3 trick\n");
594#endif
595
596 /*
597 * FIXME: If the maximum rectangle area for
598 * this grid is less than 9, we ought to
599 * subdivide the 3x3 in some fashion. There are
600 * five other possibilities:
601 *
602 * - a 6 and a 3
603 * - a 4, a 3 and a 2
604 * - three 3s
605 * - a 3 and three 2s (two different arrangements).
606 */
607
608 {
609 struct rect r;
610 r.x = x-1;
611 r.y = y-1;
612 r.w = r.h = 3;
613 place_rect(params, grid, r);
614 }
615 }
616 }
617 }
618 }
619
620 /*
621 * Place numbers.
622 */
623 for (x = 0; x < params->w; x++) {
624 for (y = 0; y < params->h; y++) {
625 int idx = INDEX(params, x, y);
626 if (index(params, grid, x, y) == idx) {
627 struct rect r = find_rect(params, grid, x, y);
628 int n, xx, yy;
629
630 /*
631 * Decide where to put the number.
632 */
633 n = random_upto(rs, r.w*r.h);
634 yy = n / r.w;
635 xx = n % r.w;
636 index(params,numbers,x+xx,y+yy) = r.w*r.h;
637 }
638 }
639 }
640
641#ifdef GENERATION_DIAGNOSTICS
642 display_grid(params, grid, numbers);
643#endif
644
645 seed = snewn(11 * params->w * params->h, char);
646 p = seed;
647 run = 0;
648 for (i = 0; i <= params->w * params->h; i++) {
649 int n = (i < params->w * params->h ? numbers[i] : -1);
650
651 if (!n)
652 run++;
653 else {
654 if (run) {
655 while (run > 0) {
656 int c = 'a' - 1 + run;
657 if (run > 26)
658 c = 'z';
659 *p++ = c;
660 run -= c - ('a' - 1);
661 }
662 } else {
663 *p++ = '_';
664 }
665 if (n > 0)
666 p += sprintf(p, "%d", n);
667 run = 0;
668 }
669 }
670 *p = '\0';
671
672 sfree(grid);
673 sfree(numbers);
674
675 return seed;
676}
677
678char *validate_seed(game_params *params, char *seed)
679{
680 int area = params->w * params->h;
681 int squares = 0;
682
683 while (*seed) {
684 int n = *seed++;
685 if (n >= 'a' && n <= 'z') {
686 squares += n - 'a' + 1;
687 } else if (n == '_') {
688 /* do nothing */;
689 } else if (n > '0' && n <= '9') {
690 squares += atoi(seed-1);
691 while (*seed >= '0' && *seed <= '9')
692 seed++;
693 } else
694 return "Invalid character in game specification";
695 }
696
697 if (squares < area)
698 return "Not enough data to fill grid";
699
700 if (squares > area)
701 return "Too much data to fit in grid";
702
703 return NULL;
704}
705
706game_state *new_game(game_params *params, char *seed)
707{
708 game_state *state = snew(game_state);
709 int x, y, i, area;
710
711 state->w = params->w;
712 state->h = params->h;
713
714 area = state->w * state->h;
715
716 state->grid = snewn(area, int);
717 state->vedge = snewn(area, unsigned char);
718 state->hedge = snewn(area, unsigned char);
719
720 i = 0;
721 while (*seed) {
722 int n = *seed++;
723 if (n >= 'a' && n <= 'z') {
724 int run = n - 'a' + 1;
725 assert(i + run <= area);
726 while (run-- > 0)
727 state->grid[i++] = 0;
728 } else if (n == '_') {
729 /* do nothing */;
730 } else if (n > '0' && n <= '9') {
731 assert(i < area);
732 state->grid[i++] = atoi(seed-1);
733 while (*seed >= '0' && *seed <= '9')
734 seed++;
735 } else {
736 assert(!"We can't get here");
737 }
738 }
739 assert(i == area);
740
741 for (y = 0; y < state->h; y++)
742 for (x = 0; x < state->w; x++)
743 vedge(state,x,y) = hedge(state,x,y) = 0;
744
745 return state;
746}
747
748game_state *dup_game(game_state *state)
749{
750 game_state *ret = snew(game_state);
751
752 ret->w = state->w;
753 ret->h = state->h;
754
755 ret->vedge = snewn(state->w * state->h, unsigned char);
756 ret->hedge = snewn(state->w * state->h, unsigned char);
757 ret->grid = snewn(state->w * state->h, int);
758
759 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
760 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
761 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
762
763 return ret;
764}
765
766void free_game(game_state *state)
767{
768 sfree(state->grid);
769 sfree(state->vedge);
770 sfree(state->hedge);
771 sfree(state);
772}
773
774static unsigned char *get_correct(game_state *state)
775{
776 unsigned char *ret;
777 int x, y;
778
779 ret = snewn(state->w * state->h, unsigned char);
780 memset(ret, 0xFF, state->w * state->h);
781
782 for (x = 0; x < state->w; x++)
783 for (y = 0; y < state->h; y++)
784 if (index(state,ret,x,y) == 0xFF) {
785 int rw, rh;
786 int xx, yy;
787 int num, area, valid;
788
789 /*
790 * Find a rectangle starting at this point.
791 */
792 rw = 1;
793 while (x+rw < state->w && !vedge(state,x+rw,y))
794 rw++;
795 rh = 1;
796 while (y+rh < state->h && !hedge(state,x,y+rh))
797 rh++;
798
799 /*
800 * We know what the dimensions of the rectangle
801 * should be if it's there at all. Find out if we
802 * really have a valid rectangle.
803 */
804 valid = TRUE;
805 /* Check the horizontal edges. */
806 for (xx = x; xx < x+rw; xx++) {
807 for (yy = y; yy <= y+rh; yy++) {
808 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
809 int ec = (yy == y || yy == y+rh);
810 if (e != ec)
811 valid = FALSE;
812 }
813 }
814 /* Check the vertical edges. */
815 for (yy = y; yy < y+rh; yy++) {
816 for (xx = x; xx <= x+rw; xx++) {
817 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
818 int ec = (xx == x || xx == x+rw);
819 if (e != ec)
820 valid = FALSE;
821 }
822 }
823
824 /*
825 * If this is not a valid rectangle with no other
826 * edges inside it, we just mark this square as not
827 * complete and proceed to the next square.
828 */
829 if (!valid) {
830 index(state, ret, x, y) = 0;
831 continue;
832 }
833
834 /*
835 * We have a rectangle. Now see what its area is,
836 * and how many numbers are in it.
837 */
838 num = 0;
839 area = 0;
840 for (xx = x; xx < x+rw; xx++) {
841 for (yy = y; yy < y+rh; yy++) {
842 area++;
843 if (grid(state,xx,yy)) {
844 if (num > 0)
845 valid = FALSE; /* two numbers */
846 num = grid(state,xx,yy);
847 }
848 }
849 }
850 if (num != area)
851 valid = FALSE;
852
853 /*
854 * Now fill in the whole rectangle based on the
855 * value of `valid'.
856 */
857 for (xx = x; xx < x+rw; xx++) {
858 for (yy = y; yy < y+rh; yy++) {
859 index(state, ret, xx, yy) = valid;
860 }
861 }
862 }
863
864 return ret;
865}
866
08dd70c3 867struct game_ui {
868 /*
869 * These coordinates are 2 times the obvious grid coordinates.
870 * Hence, the top left of the grid is (0,0), the grid point to
871 * the right of that is (2,0), the one _below that_ is (2,2)
872 * and so on. This is so that we can specify a drag start point
873 * on an edge (one odd coordinate) or in the middle of a square
874 * (two odd coordinates) rather than always at a corner.
875 *
876 * -1,-1 means no drag is in progress.
877 */
878 int drag_start_x;
879 int drag_start_y;
880 int drag_end_x;
881 int drag_end_y;
882 /*
883 * This flag is set as soon as a dragging action moves the
884 * mouse pointer away from its starting point, so that even if
885 * the pointer _returns_ to its starting point the action is
886 * treated as a small drag rather than a click.
887 */
888 int dragged;
889};
890
74a4e547 891game_ui *new_ui(game_state *state)
892{
08dd70c3 893 game_ui *ui = snew(game_ui);
894 ui->drag_start_x = -1;
895 ui->drag_start_y = -1;
896 ui->drag_end_x = -1;
897 ui->drag_end_y = -1;
898 ui->dragged = FALSE;
899 return ui;
74a4e547 900}
901
902void free_ui(game_ui *ui)
903{
08dd70c3 904 sfree(ui);
905}
906
907int coord_round(float coord)
908{
909 int i;
910 float dist;
911
912 /*
913 * Find the nearest integer.
914 */
915 i = (int)(coord + 0.5F);
916
917 /*
918 * Find the distance from us to that integer.
919 */
920 dist = fabs(coord - (float)i);
921
922 /*
923 * If we're within the tolerance limit, return the edge
924 * coordinate. Otherwise, return the centre coordinate.
925 */
926 if (dist < 0.3F)
927 return i * 2;
928 else
929 return 1 + 2 * (int)coord;
930}
931
932static void ui_draw_rect(game_state *state, game_ui *ui,
933 unsigned char *hedge, unsigned char *vedge, int c)
934{
935 int x1, x2, y1, y2, x, y, t;
936
937 x1 = ui->drag_start_x;
938 x2 = ui->drag_end_x;
939 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
940
941 y1 = ui->drag_start_y;
942 y2 = ui->drag_end_y;
943 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
944
945 x1 = x1 / 2; /* rounds down */
946 x2 = (x2+1) / 2; /* rounds up */
947 y1 = y1 / 2; /* rounds down */
948 y2 = (y2+1) / 2; /* rounds up */
949
950 /*
951 * Draw horizontal edges of rectangles.
952 */
953 for (x = x1; x < x2; x++)
954 for (y = y1; y <= y2; y++)
955 if (HRANGE(state,x,y)) {
956 int val = index(state,hedge,x,y);
957 if (y == y1 || y == y2)
958 val = c;
959 else if (c == 1)
960 val = 0;
961 index(state,hedge,x,y) = val;
962 }
963
964 /*
965 * Draw vertical edges of rectangles.
966 */
967 for (y = y1; y < y2; y++)
968 for (x = x1; x <= x2; x++)
969 if (VRANGE(state,x,y)) {
970 int val = index(state,vedge,x,y);
971 if (x == x1 || x == x2)
972 val = c;
973 else if (c == 1)
974 val = 0;
975 index(state,vedge,x,y) = val;
976 }
74a4e547 977}
978
979game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
3870c4d8 980{
08dd70c3 981 int xc, yc;
982 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
3870c4d8 983 game_state *ret;
984
08dd70c3 985 if (button == LEFT_BUTTON) {
986 startdrag = TRUE;
987 } else if (button == LEFT_RELEASE) {
988 enddrag = TRUE;
989 } else if (button != LEFT_DRAG) {
990 return NULL;
991 }
992
993 xc = coord_round(FROMCOORD((float)x));
994 yc = coord_round(FROMCOORD((float)y));
995
996 if (startdrag) {
997 ui->drag_start_x = xc;
998 ui->drag_start_y = yc;
999 ui->drag_end_x = xc;
1000 ui->drag_end_y = yc;
1001 ui->dragged = FALSE;
1002 active = TRUE;
1003 }
3870c4d8 1004
08dd70c3 1005 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1006 ui->drag_end_x = xc;
1007 ui->drag_end_y = yc;
1008 ui->dragged = TRUE;
1009 active = TRUE;
1010 }
3870c4d8 1011
934797c7 1012 ret = NULL;
1013
1014 if (enddrag) {
1015 if (xc >= 0 && xc <= 2*from->w &&
1016 yc >= 0 && yc <= 2*from->h) {
1017 ret = dup_game(from);
1018
1019 if (ui->dragged) {
1020 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1021 } else {
1022 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1023 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1024 }
1025 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1026 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1027 }
1028 }
3870c4d8 1029
934797c7 1030 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1031 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1032 free_game(ret);
1033 ret = NULL;
1034 }
1035 }
1036
1037 ui->drag_start_x = -1;
1038 ui->drag_start_y = -1;
1039 ui->drag_end_x = -1;
1040 ui->drag_end_y = -1;
1041 ui->dragged = FALSE;
1042 active = TRUE;
3870c4d8 1043 }
1044
934797c7 1045 if (ret)
1046 return ret; /* a move has been made */
1047 else if (active)
08dd70c3 1048 return from; /* UI activity has occurred */
934797c7 1049 else
1050 return NULL;
3870c4d8 1051}
1052
1053/* ----------------------------------------------------------------------
1054 * Drawing routines.
1055 */
1056
08dd70c3 1057#define CORRECT 256
1058
1059#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1060#define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1061#define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
3870c4d8 1062
1063struct game_drawstate {
1064 int started;
1065 int w, h;
08dd70c3 1066 unsigned short *visible;
3870c4d8 1067};
1068
1069void game_size(game_params *params, int *x, int *y)
1070{
1071 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1072 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1073}
1074
1075float *game_colours(frontend *fe, game_state *state, int *ncolours)
1076{
1077 float *ret = snewn(3 * NCOLOURS, float);
1078
1079 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1080
1081 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1082 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1083 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1084
08dd70c3 1085 ret[COL_DRAG * 3 + 0] = 1.0F;
1086 ret[COL_DRAG * 3 + 1] = 0.0F;
1087 ret[COL_DRAG * 3 + 2] = 0.0F;
1088
3870c4d8 1089 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1090 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1091 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1092
1093 ret[COL_LINE * 3 + 0] = 0.0F;
1094 ret[COL_LINE * 3 + 1] = 0.0F;
1095 ret[COL_LINE * 3 + 2] = 0.0F;
1096
1097 ret[COL_TEXT * 3 + 0] = 0.0F;
1098 ret[COL_TEXT * 3 + 1] = 0.0F;
1099 ret[COL_TEXT * 3 + 2] = 0.0F;
1100
1101 *ncolours = NCOLOURS;
1102 return ret;
1103}
1104
1105game_drawstate *game_new_drawstate(game_state *state)
1106{
1107 struct game_drawstate *ds = snew(struct game_drawstate);
08dd70c3 1108 int i;
3870c4d8 1109
1110 ds->started = FALSE;
1111 ds->w = state->w;
1112 ds->h = state->h;
08dd70c3 1113 ds->visible = snewn(ds->w * ds->h, unsigned short);
1114 for (i = 0; i < ds->w * ds->h; i++)
1115 ds->visible[i] = 0xFFFF;
3870c4d8 1116
1117 return ds;
1118}
1119
1120void game_free_drawstate(game_drawstate *ds)
1121{
1122 sfree(ds->visible);
1123 sfree(ds);
1124}
1125
08dd70c3 1126void draw_tile(frontend *fe, game_state *state, int x, int y,
1127 unsigned char *hedge, unsigned char *vedge, int correct)
3870c4d8 1128{
1129 int cx = COORD(x), cy = COORD(y);
1130 char str[80];
1131
1132 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1133 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1134 correct ? COL_CORRECT : COL_BACKGROUND);
1135
1136 if (grid(state,x,y)) {
1137 sprintf(str, "%d", grid(state,x,y));
1138 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
1139 TILE_SIZE/3, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
1140 }
1141
1142 /*
1143 * Draw edges.
1144 */
08dd70c3 1145 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1146 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1147 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1148 COL_LINE);
1149 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1150 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1151 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1152 COL_LINE);
1153 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1154 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1155 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1156 COL_LINE);
1157 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1158 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1159 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1160 COL_LINE);
3870c4d8 1161
1162 /*
1163 * Draw corners.
1164 */
08dd70c3 1165 if ((HRANGE(state,x-1,y) && index(state,hedge,x-1,y)) ||
1166 (VRANGE(state,x,y-1) && index(state,vedge,x,y-1)))
1167 draw_rect(fe, cx, cy, 2, 2,
1168 COLOUR(MAX4(index(state,hedge,x-1,y),
1169 index(state,vedge,x,y-1),
1170 index(state,hedge,x,y),
1171 index(state,vedge,x,y))));
1172 if ((HRANGE(state,x+1,y) && index(state,hedge,x+1,y)) ||
1173 (VRANGE(state,x+1,y-1) && index(state,vedge,x+1,y-1)))
1174 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
1175 COLOUR(MAX4(index(state,hedge,x+1,y),
1176 index(state,vedge,x+1,y-1),
1177 index(state,hedge,x,y),
1178 index(state,vedge,x+1,y))));
1179 if ((HRANGE(state,x-1,y+1) && index(state,hedge,x-1,y+1)) ||
1180 (VRANGE(state,x,y+1) && index(state,vedge,x,y+1)))
1181 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
1182 COLOUR(MAX4(index(state,hedge,x-1,y+1),
1183 index(state,vedge,x,y+1),
1184 index(state,hedge,x,y+1),
1185 index(state,vedge,x,y))));
1186 if ((HRANGE(state,x+1,y+1) && index(state,hedge,x+1,y+1)) ||
1187 (VRANGE(state,x+1,y+1) && index(state,vedge,x+1,y+1)))
1188 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
1189 COLOUR(MAX4(index(state,hedge,x+1,y+1),
1190 index(state,vedge,x+1,y+1),
1191 index(state,hedge,x,y+1),
1192 index(state,vedge,x+1,y))));
3870c4d8 1193
1194 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1195}
1196
1197void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
74a4e547 1198 game_state *state, game_ui *ui,
1199 float animtime, float flashtime)
3870c4d8 1200{
1201 int x, y;
1202 unsigned char *correct;
08dd70c3 1203 unsigned char *hedge, *vedge;
3870c4d8 1204
1205 correct = get_correct(state);
1206
08dd70c3 1207 if (ui->dragged) {
1208 hedge = snewn(state->w*state->h, unsigned char);
1209 vedge = snewn(state->w*state->h, unsigned char);
1210 memcpy(hedge, state->hedge, state->w*state->h);
1211 memcpy(vedge, state->vedge, state->w*state->h);
1212 ui_draw_rect(state, ui, hedge, vedge, 2);
1213 } else {
1214 hedge = state->hedge;
1215 vedge = state->vedge;
1216 }
1217
3870c4d8 1218 if (!ds->started) {
1219 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1220 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1221 ds->started = TRUE;
1222 }
1223
1224 for (x = 0; x < state->w; x++)
1225 for (y = 0; y < state->h; y++) {
08dd70c3 1226 unsigned short c = 0;
1227
1228 if (HRANGE(state,x,y))
1229 c |= index(state,hedge,x,y);
1230 if (HRANGE(state,x+1,y))
1231 c |= index(state,hedge,x+1,y) << 2;
1232 if (VRANGE(state,x,y))
1233 c |= index(state,vedge,x,y) << 4;
1234 if (VRANGE(state,x,y+1))
1235 c |= index(state,vedge,x,y+1) << 6;
3870c4d8 1236 if (index(state, correct, x, y))
1237 c |= CORRECT;
1238
1239 if (index(ds,ds->visible,x,y) != c) {
08dd70c3 1240 draw_tile(fe, state, x, y, hedge, vedge, c & CORRECT);
1241 /* index(ds,ds->visible,x,y) = c; */
3870c4d8 1242 }
1243 }
1244
08dd70c3 1245 if (hedge != state->hedge) {
1246 sfree(hedge);
1247 sfree(vedge);
1248 }
1249
3870c4d8 1250 sfree(correct);
1251}
1252
1253float game_anim_length(game_state *oldstate, game_state *newstate)
1254{
1255 return 0.0F;
1256}
1257
1258float game_flash_length(game_state *oldstate, game_state *newstate)
1259{
1260 return 0.0F;
1261}
1262
1263int game_wants_statusbar(void)
1264{
1265 return FALSE;
1266}