Flash on completion. Two people actually complained! :-)
[sgt/puzzles] / rect.c
CommitLineData
3870c4d8 1/*
2 * rect.c: Puzzle from nikoli.co.jp. You have a square grid with
3 * numbers in some squares; you must divide the square grid up into
4 * variously sized rectangles, such that every rectangle contains
5 * exactly one numbered square and the area of each rectangle is
6 * equal to the number contained in it.
7 */
8
9/*
10 * TODO:
11 *
12 * - Improve on singleton removal by making an aesthetic choice
13 * about which of the options to take.
14 *
15 * - When doing the 3x3 trick in singleton removal, limit the size
16 * of the generated rectangles in accordance with the max
17 * rectangle size.
18 *
19 * - It might be interesting to deliberately try to place
20 * numbers so as to reduce alternative solution patterns. I
21 * doubt we can do a perfect job of this, but we can make a
22 * start by, for example, noticing pairs of 2-rects
23 * alongside one another and _not_ putting their numbers at
24 * opposite ends.
25 *
26 * - If we start by sorting the rectlist in descending order
27 * of area, we might be able to bias our random number
28 * selection to produce a few large rectangles more often
29 * than oodles of small ones? Unsure, but might be worth a
30 * try.
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
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;
97
98 return ret;
99}
100
101int game_fetch_preset(int i, char **name, game_params **params)
102{
103 game_params *ret;
104 int w, h;
105 char buf[80];
106
107 switch (i) {
108 case 0: w = 7, h = 7; break;
109 case 1: w = 11, h = 11; break;
110 case 2: w = 15, h = 15; break;
111 case 3: w = 19, h = 19; break;
112 default: return FALSE;
113 }
114
115 sprintf(buf, "%dx%d", w, h);
116 *name = dupstr(buf);
117 *params = ret = snew(game_params);
118 ret->w = w;
119 ret->h = h;
120 return TRUE;
121}
122
123void free_params(game_params *params)
124{
125 sfree(params);
126}
127
128game_params *dup_params(game_params *params)
129{
130 game_params *ret = snew(game_params);
131 *ret = *params; /* structure copy */
132 return ret;
133}
134
135config_item *game_configure(game_params *params)
136{
137 config_item *ret;
138 char buf[80];
139
140 ret = snewn(5, config_item);
141
142 ret[0].name = "Width";
143 ret[0].type = C_STRING;
144 sprintf(buf, "%d", params->w);
145 ret[0].sval = dupstr(buf);
146 ret[0].ival = 0;
147
148 ret[1].name = "Height";
149 ret[1].type = C_STRING;
150 sprintf(buf, "%d", params->h);
151 ret[1].sval = dupstr(buf);
152 ret[1].ival = 0;
153
154 ret[2].name = NULL;
155 ret[2].type = C_END;
156 ret[2].sval = NULL;
157 ret[2].ival = 0;
158
159 return ret;
160}
161
162game_params *custom_params(config_item *cfg)
163{
164 game_params *ret = snew(game_params);
165
166 ret->w = atoi(cfg[0].sval);
167 ret->h = atoi(cfg[1].sval);
168
169 return ret;
170}
171
172char *validate_params(game_params *params)
173{
174 if (params->w <= 0 && params->h <= 0)
175 return "Width and height must both be greater than zero";
176 if (params->w * params->h < 4)
177 return "Total area must be at least 4";
178 return NULL;
179}
180
181struct rect {
182 int x, y;
183 int w, h;
184};
185
186struct rectlist {
187 struct rect *rects;
188 int n;
189};
190
191static struct rectlist *get_rectlist(game_params *params, int *grid)
192{
193 int rw, rh;
194 int x, y;
195 int maxarea;
196 struct rect *rects = NULL;
197 int nrects = 0, rectsize = 0;
198
199 /*
200 * Maximum rectangle area is 1/6 of total grid size.
201 */
202 maxarea = params->w * params->h / 6;
203
204 for (rw = 1; rw <= params->w; rw++)
205 for (rh = 1; rh <= params->h; rh++) {
206 if (rw * rh > maxarea)
207 continue;
208 if (rw * rh == 1)
209 continue;
210 for (x = 0; x <= params->w - rw; x++)
211 for (y = 0; y <= params->h - rh; y++) {
212 /*
213 * We have a candidate rectangle placement. See
214 * if it's unobstructed.
215 */
216 int xx, yy;
217 int ok;
218
219 ok = TRUE;
220 for (xx = x; xx < x+rw; xx++)
221 for (yy = y; yy < y+rh; yy++)
222 if (index(params, grid, xx, yy) >= 0) {
223 ok = FALSE;
224 goto break1; /* break both loops at once */
225 }
226 break1:
227
228 if (!ok)
229 continue;
230
231 if (nrects >= rectsize) {
232 rectsize = nrects + 256;
233 rects = sresize(rects, rectsize, struct rect);
234 }
235
236 rects[nrects].x = x;
237 rects[nrects].y = y;
238 rects[nrects].w = rw;
239 rects[nrects].h = rh;
240 nrects++;
241 }
242 }
243
244 if (nrects > 0) {
245 struct rectlist *ret;
246 ret = snew(struct rectlist);
247 ret->rects = rects;
248 ret->n = nrects;
249 return ret;
250 } else {
251 assert(rects == NULL); /* hence no need to free */
252 return NULL;
253 }
254}
255
256static void free_rectlist(struct rectlist *list)
257{
258 sfree(list->rects);
259 sfree(list);
260}
261
262static void place_rect(game_params *params, int *grid, struct rect r)
263{
264 int idx = INDEX(params, r.x, r.y);
265 int x, y;
266
267 for (x = r.x; x < r.x+r.w; x++)
268 for (y = r.y; y < r.y+r.h; y++) {
269 index(params, grid, x, y) = idx;
270 }
271#ifdef GENERATION_DIAGNOSTICS
272 printf(" placing rectangle at (%d,%d) size %d x %d\n",
273 r.x, r.y, r.w, r.h);
274#endif
275}
276
277static struct rect find_rect(game_params *params, int *grid, int x, int y)
278{
279 int idx, w, h;
280 struct rect r;
281
282 /*
283 * Find the top left of the rectangle.
284 */
285 idx = index(params, grid, x, y);
286
287 if (idx < 0) {
288 r.x = x;
289 r.y = y;
290 r.w = r.h = 1;
291 return r; /* 1x1 singleton here */
292 }
293
294 y = idx / params->w;
295 x = idx % params->w;
296
297 /*
298 * Find the width and height of the rectangle.
299 */
300 for (w = 1;
301 (x+w < params->w && index(params,grid,x+w,y)==idx);
302 w++);
303 for (h = 1;
304 (y+h < params->h && index(params,grid,x,y+h)==idx);
305 h++);
306
307 r.x = x;
308 r.y = y;
309 r.w = w;
310 r.h = h;
311
312 return r;
313}
314
315#ifdef GENERATION_DIAGNOSTICS
316static void display_grid(game_params *params, int *grid, int *numbers)
317{
318 unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3),
319 unsigned char);
320 memset(egrid, 0, (params->w*2+3) * (params->h*2+3));
321 int x, y;
322 int r = (params->w*2+3);
323
324 for (x = 0; x < params->w; x++)
325 for (y = 0; y < params->h; y++) {
326 int i = index(params, grid, x, y);
327 if (x == 0 || index(params, grid, x-1, y) != i)
328 egrid[(2*y+2) * r + (2*x+1)] = 1;
329 if (x == params->w-1 || index(params, grid, x+1, y) != i)
330 egrid[(2*y+2) * r + (2*x+3)] = 1;
331 if (y == 0 || index(params, grid, x, y-1) != i)
332 egrid[(2*y+1) * r + (2*x+2)] = 1;
333 if (y == params->h-1 || index(params, grid, x, y+1) != i)
334 egrid[(2*y+3) * r + (2*x+2)] = 1;
335 }
336
337 for (y = 1; y < 2*params->h+2; y++) {
338 for (x = 1; x < 2*params->w+2; x++) {
339 if (!((y|x)&1)) {
340 int k = index(params, numbers, x/2-1, y/2-1);
341 if (k) printf("%2d", k); else printf(" ");
342 } else if (!((y&x)&1)) {
343 int v = egrid[y*r+x];
344 if ((y&1) && v) v = '-';
345 if ((x&1) && v) v = '|';
346 if (!v) v = ' ';
347 putchar(v);
348 if (!(x&1)) putchar(v);
349 } else {
350 int c, d = 0;
351 if (egrid[y*r+(x+1)]) d |= 1;
352 if (egrid[(y-1)*r+x]) d |= 2;
353 if (egrid[y*r+(x-1)]) d |= 4;
354 if (egrid[(y+1)*r+x]) d |= 8;
355 c = " ??+?-++?+|+++++"[d];
356 putchar(c);
357 if (!(x&1)) putchar(c);
358 }
359 }
360 putchar('\n');
361 }
362
363 sfree(egrid);
364}
365#endif
366
367char *new_game_seed(game_params *params, random_state *rs)
368{
369 int *grid, *numbers;
370 struct rectlist *list;
371 int x, y, run, i;
372 char *seed, *p;
373
374 grid = snewn(params->w * params->h, int);
375 numbers = snewn(params->w * params->h, int);
376
377 for (y = 0; y < params->h; y++)
378 for (x = 0; x < params->w; x++) {
379 index(params, grid, x, y) = -1;
380 index(params, numbers, x, y) = 0;
381 }
382
383 list = get_rectlist(params, grid);
384 assert(list != NULL);
385
386 /*
387 * Place rectangles until we can't any more.
388 */
389 while (list->n > 0) {
390 int i, m;
391 struct rect r;
392
393 /*
394 * Pick a random rectangle.
395 */
396 i = random_upto(rs, list->n);
397 r = list->rects[i];
398
399 /*
400 * Place it.
401 */
402 place_rect(params, grid, r);
403
404 /*
405 * Winnow the list by removing any rectangles which
406 * overlap this one.
407 */
408 m = 0;
409 for (i = 0; i < list->n; i++) {
410 struct rect s = list->rects[i];
411 if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
412 s.y+s.h <= r.y || r.y+r.h <= s.y)
413 list->rects[m++] = s;
414 }
415 list->n = m;
416 }
417
418 free_rectlist(list);
419
420 /*
421 * Deal with singleton spaces remaining in the grid, one by
422 * one.
423 *
424 * We do this by making a local change to the layout. There are
425 * several possibilities:
426 *
427 * +-----+-----+ Here, we can remove the singleton by
428 * | | | extending the 1x2 rectangle below it
429 * +--+--+-----+ into a 1x3.
430 * | | | |
431 * | +--+ |
432 * | | | |
433 * | | | |
434 * | | | |
435 * +--+--+-----+
436 *
437 * +--+--+--+ Here, that trick doesn't work: there's no
438 * | | | 1 x n rectangle with the singleton at one
439 * | | | end. Instead, we extend a 1 x n rectangle
440 * | | | _out_ from the singleton, shaving a layer
441 * +--+--+ | off the end of another rectangle. So if we
442 * | | | | extended up, we'd make our singleton part
443 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
444 * | | | used to be; or we could extend right into
445 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
446 *
447 * +-----+--+ Here, we can't even do _that_, since any
448 * | | | direction we choose to extend the singleton
449 * +--+--+ | will produce a new singleton as a result of
450 * | | | | truncating one of the size-2 rectangles.
451 * | +--+--+ Fortunately, this case can _only_ occur when
452 * | | | a singleton is surrounded by four size-2s
453 * +--+-----+ in this fashion; so instead we can simply
454 * replace the whole section with a single 3x3.
455 */
456 for (x = 0; x < params->w; x++) {
457 for (y = 0; y < params->h; y++) {
458 if (index(params, grid, x, y) < 0) {
459 int dirs[4], ndirs;
460
461#ifdef GENERATION_DIAGNOSTICS
462 display_grid(params, grid, numbers);
463 printf("singleton at %d,%d\n", x, y);
464#endif
465
466 /*
467 * Check in which directions we can feasibly extend
468 * the singleton. We can extend in a particular
469 * direction iff either:
470 *
471 * - the rectangle on that side of the singleton
472 * is not 2x1, and we are at one end of the edge
473 * of it we are touching
474 *
475 * - it is 2x1 but we are on its short side.
476 *
477 * FIXME: we could plausibly choose between these
478 * based on the sizes of the rectangles they would
479 * create?
480 */
481 ndirs = 0;
482 if (x < params->w-1) {
483 struct rect r = find_rect(params, grid, x+1, y);
484 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
485 dirs[ndirs++] = 1; /* right */
486 }
487 if (y > 0) {
488 struct rect r = find_rect(params, grid, x, y-1);
489 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
490 dirs[ndirs++] = 2; /* up */
491 }
492 if (x > 0) {
493 struct rect r = find_rect(params, grid, x-1, y);
494 if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
495 dirs[ndirs++] = 4; /* left */
496 }
497 if (y < params->h-1) {
498 struct rect r = find_rect(params, grid, x, y+1);
499 if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
500 dirs[ndirs++] = 8; /* down */
501 }
502
503 if (ndirs > 0) {
504 int which, dir;
505 struct rect r1, r2;
506
507 which = random_upto(rs, ndirs);
508 dir = dirs[which];
509
510 switch (dir) {
511 case 1: /* right */
512 assert(x < params->w+1);
513#ifdef GENERATION_DIAGNOSTICS
514 printf("extending right\n");
515#endif
516 r1 = find_rect(params, grid, x+1, y);
517 r2.x = x;
518 r2.y = y;
519 r2.w = 1 + r1.w;
520 r2.h = 1;
521 if (r1.y == y)
522 r1.y++;
523 r1.h--;
524 break;
525 case 2: /* up */
526 assert(y > 0);
527#ifdef GENERATION_DIAGNOSTICS
528 printf("extending up\n");
529#endif
530 r1 = find_rect(params, grid, x, y-1);
531 r2.x = x;
532 r2.y = r1.y;
533 r2.w = 1;
534 r2.h = 1 + r1.h;
535 if (r1.x == x)
536 r1.x++;
537 r1.w--;
538 break;
539 case 4: /* left */
540 assert(x > 0);
541#ifdef GENERATION_DIAGNOSTICS
542 printf("extending left\n");
543#endif
544 r1 = find_rect(params, grid, x-1, y);
545 r2.x = r1.x;
546 r2.y = y;
547 r2.w = 1 + r1.w;
548 r2.h = 1;
549 if (r1.y == y)
550 r1.y++;
551 r1.h--;
552 break;
553 case 8: /* down */
554 assert(y < params->h+1);
555#ifdef GENERATION_DIAGNOSTICS
556 printf("extending down\n");
557#endif
558 r1 = find_rect(params, grid, x, y+1);
559 r2.x = x;
560 r2.y = y;
561 r2.w = 1;
562 r2.h = 1 + r1.h;
563 if (r1.x == x)
564 r1.x++;
565 r1.w--;
566 break;
567 }
568 if (r1.h > 0 && r1.w > 0)
569 place_rect(params, grid, r1);
570 place_rect(params, grid, r2);
571 } else {
572#ifndef NDEBUG
573 /*
574 * Sanity-check that there really is a 3x3
575 * rectangle surrounding this singleton and it
576 * contains absolutely everything we could
577 * possibly need.
578 */
579 {
580 int xx, yy;
581 assert(x > 0 && x < params->w-1);
582 assert(y > 0 && y < params->h-1);
583
584 for (xx = x-1; xx <= x+1; xx++)
585 for (yy = y-1; yy <= y+1; yy++) {
586 struct rect r = find_rect(params,grid,xx,yy);
587 assert(r.x >= x-1);
588 assert(r.y >= y-1);
589 assert(r.x+r.w-1 <= x+1);
590 assert(r.y+r.h-1 <= y+1);
591 }
592 }
593#endif
594
595#ifdef GENERATION_DIAGNOSTICS
596 printf("need the 3x3 trick\n");
597#endif
598
599 /*
600 * FIXME: If the maximum rectangle area for
601 * this grid is less than 9, we ought to
602 * subdivide the 3x3 in some fashion. There are
603 * five other possibilities:
604 *
605 * - a 6 and a 3
606 * - a 4, a 3 and a 2
607 * - three 3s
608 * - a 3 and three 2s (two different arrangements).
609 */
610
611 {
612 struct rect r;
613 r.x = x-1;
614 r.y = y-1;
615 r.w = r.h = 3;
616 place_rect(params, grid, r);
617 }
618 }
619 }
620 }
621 }
622
623 /*
624 * Place numbers.
625 */
626 for (x = 0; x < params->w; x++) {
627 for (y = 0; y < params->h; y++) {
628 int idx = INDEX(params, x, y);
629 if (index(params, grid, x, y) == idx) {
630 struct rect r = find_rect(params, grid, x, y);
631 int n, xx, yy;
632
633 /*
634 * Decide where to put the number.
635 */
636 n = random_upto(rs, r.w*r.h);
637 yy = n / r.w;
638 xx = n % r.w;
639 index(params,numbers,x+xx,y+yy) = r.w*r.h;
640 }
641 }
642 }
643
644#ifdef GENERATION_DIAGNOSTICS
645 display_grid(params, grid, numbers);
646#endif
647
648 seed = snewn(11 * params->w * params->h, char);
649 p = seed;
650 run = 0;
651 for (i = 0; i <= params->w * params->h; i++) {
652 int n = (i < params->w * params->h ? numbers[i] : -1);
653
654 if (!n)
655 run++;
656 else {
657 if (run) {
658 while (run > 0) {
659 int c = 'a' - 1 + run;
660 if (run > 26)
661 c = 'z';
662 *p++ = c;
663 run -= c - ('a' - 1);
664 }
665 } else {
666 *p++ = '_';
667 }
668 if (n > 0)
669 p += sprintf(p, "%d", n);
670 run = 0;
671 }
672 }
673 *p = '\0';
674
675 sfree(grid);
676 sfree(numbers);
677
678 return seed;
679}
680
681char *validate_seed(game_params *params, char *seed)
682{
683 int area = params->w * params->h;
684 int squares = 0;
685
686 while (*seed) {
687 int n = *seed++;
688 if (n >= 'a' && n <= 'z') {
689 squares += n - 'a' + 1;
690 } else if (n == '_') {
691 /* do nothing */;
692 } else if (n > '0' && n <= '9') {
693 squares += atoi(seed-1);
694 while (*seed >= '0' && *seed <= '9')
695 seed++;
696 } else
697 return "Invalid character in game specification";
698 }
699
700 if (squares < area)
701 return "Not enough data to fill grid";
702
703 if (squares > area)
704 return "Too much data to fit in grid";
705
706 return NULL;
707}
708
709game_state *new_game(game_params *params, char *seed)
710{
711 game_state *state = snew(game_state);
712 int x, y, i, area;
713
714 state->w = params->w;
715 state->h = params->h;
716
717 area = state->w * state->h;
718
719 state->grid = snewn(area, int);
720 state->vedge = snewn(area, unsigned char);
721 state->hedge = snewn(area, unsigned char);
ef29354c 722 state->completed = FALSE;
3870c4d8 723
724 i = 0;
725 while (*seed) {
726 int n = *seed++;
727 if (n >= 'a' && n <= 'z') {
728 int run = n - 'a' + 1;
729 assert(i + run <= area);
730 while (run-- > 0)
731 state->grid[i++] = 0;
732 } else if (n == '_') {
733 /* do nothing */;
734 } else if (n > '0' && n <= '9') {
735 assert(i < area);
736 state->grid[i++] = atoi(seed-1);
737 while (*seed >= '0' && *seed <= '9')
738 seed++;
739 } else {
740 assert(!"We can't get here");
741 }
742 }
743 assert(i == area);
744
745 for (y = 0; y < state->h; y++)
746 for (x = 0; x < state->w; x++)
747 vedge(state,x,y) = hedge(state,x,y) = 0;
748
749 return state;
750}
751
752game_state *dup_game(game_state *state)
753{
754 game_state *ret = snew(game_state);
755
756 ret->w = state->w;
757 ret->h = state->h;
758
759 ret->vedge = snewn(state->w * state->h, unsigned char);
760 ret->hedge = snewn(state->w * state->h, unsigned char);
761 ret->grid = snewn(state->w * state->h, int);
762
ef29354c 763 ret->completed = state->completed;
764
3870c4d8 765 memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int));
766 memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char));
767 memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char));
768
769 return ret;
770}
771
772void free_game(game_state *state)
773{
774 sfree(state->grid);
775 sfree(state->vedge);
776 sfree(state->hedge);
777 sfree(state);
778}
779
780static unsigned char *get_correct(game_state *state)
781{
782 unsigned char *ret;
783 int x, y;
784
785 ret = snewn(state->w * state->h, unsigned char);
786 memset(ret, 0xFF, state->w * state->h);
787
788 for (x = 0; x < state->w; x++)
789 for (y = 0; y < state->h; y++)
790 if (index(state,ret,x,y) == 0xFF) {
791 int rw, rh;
792 int xx, yy;
793 int num, area, valid;
794
795 /*
796 * Find a rectangle starting at this point.
797 */
798 rw = 1;
799 while (x+rw < state->w && !vedge(state,x+rw,y))
800 rw++;
801 rh = 1;
802 while (y+rh < state->h && !hedge(state,x,y+rh))
803 rh++;
804
805 /*
806 * We know what the dimensions of the rectangle
807 * should be if it's there at all. Find out if we
808 * really have a valid rectangle.
809 */
810 valid = TRUE;
811 /* Check the horizontal edges. */
812 for (xx = x; xx < x+rw; xx++) {
813 for (yy = y; yy <= y+rh; yy++) {
814 int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy);
815 int ec = (yy == y || yy == y+rh);
816 if (e != ec)
817 valid = FALSE;
818 }
819 }
820 /* Check the vertical edges. */
821 for (yy = y; yy < y+rh; yy++) {
822 for (xx = x; xx <= x+rw; xx++) {
823 int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy);
824 int ec = (xx == x || xx == x+rw);
825 if (e != ec)
826 valid = FALSE;
827 }
828 }
829
830 /*
831 * If this is not a valid rectangle with no other
832 * edges inside it, we just mark this square as not
833 * complete and proceed to the next square.
834 */
835 if (!valid) {
836 index(state, ret, x, y) = 0;
837 continue;
838 }
839
840 /*
841 * We have a rectangle. Now see what its area is,
842 * and how many numbers are in it.
843 */
844 num = 0;
845 area = 0;
846 for (xx = x; xx < x+rw; xx++) {
847 for (yy = y; yy < y+rh; yy++) {
848 area++;
849 if (grid(state,xx,yy)) {
850 if (num > 0)
851 valid = FALSE; /* two numbers */
852 num = grid(state,xx,yy);
853 }
854 }
855 }
856 if (num != area)
857 valid = FALSE;
858
859 /*
860 * Now fill in the whole rectangle based on the
861 * value of `valid'.
862 */
863 for (xx = x; xx < x+rw; xx++) {
864 for (yy = y; yy < y+rh; yy++) {
865 index(state, ret, xx, yy) = valid;
866 }
867 }
868 }
869
870 return ret;
871}
872
08dd70c3 873struct game_ui {
874 /*
875 * These coordinates are 2 times the obvious grid coordinates.
876 * Hence, the top left of the grid is (0,0), the grid point to
877 * the right of that is (2,0), the one _below that_ is (2,2)
878 * and so on. This is so that we can specify a drag start point
879 * on an edge (one odd coordinate) or in the middle of a square
880 * (two odd coordinates) rather than always at a corner.
881 *
882 * -1,-1 means no drag is in progress.
883 */
884 int drag_start_x;
885 int drag_start_y;
886 int drag_end_x;
887 int drag_end_y;
888 /*
889 * This flag is set as soon as a dragging action moves the
890 * mouse pointer away from its starting point, so that even if
891 * the pointer _returns_ to its starting point the action is
892 * treated as a small drag rather than a click.
893 */
894 int dragged;
895};
896
74a4e547 897game_ui *new_ui(game_state *state)
898{
08dd70c3 899 game_ui *ui = snew(game_ui);
900 ui->drag_start_x = -1;
901 ui->drag_start_y = -1;
902 ui->drag_end_x = -1;
903 ui->drag_end_y = -1;
904 ui->dragged = FALSE;
905 return ui;
74a4e547 906}
907
908void free_ui(game_ui *ui)
909{
08dd70c3 910 sfree(ui);
911}
912
913int coord_round(float coord)
914{
915 int i;
916 float dist;
917
918 /*
919 * Find the nearest integer.
920 */
921 i = (int)(coord + 0.5F);
922
923 /*
924 * Find the distance from us to that integer.
925 */
105a00d0 926 dist = (float)fabs(coord - (float)i);
08dd70c3 927
928 /*
929 * If we're within the tolerance limit, return the edge
930 * coordinate. Otherwise, return the centre coordinate.
931 */
932 if (dist < 0.3F)
933 return i * 2;
934 else
935 return 1 + 2 * (int)coord;
936}
937
938static void ui_draw_rect(game_state *state, game_ui *ui,
939 unsigned char *hedge, unsigned char *vedge, int c)
940{
941 int x1, x2, y1, y2, x, y, t;
942
943 x1 = ui->drag_start_x;
944 x2 = ui->drag_end_x;
945 if (x2 < x1) { t = x1; x1 = x2; x2 = t; }
946
947 y1 = ui->drag_start_y;
948 y2 = ui->drag_end_y;
949 if (y2 < y1) { t = y1; y1 = y2; y2 = t; }
950
951 x1 = x1 / 2; /* rounds down */
952 x2 = (x2+1) / 2; /* rounds up */
953 y1 = y1 / 2; /* rounds down */
954 y2 = (y2+1) / 2; /* rounds up */
955
956 /*
957 * Draw horizontal edges of rectangles.
958 */
959 for (x = x1; x < x2; x++)
960 for (y = y1; y <= y2; y++)
961 if (HRANGE(state,x,y)) {
962 int val = index(state,hedge,x,y);
963 if (y == y1 || y == y2)
964 val = c;
965 else if (c == 1)
966 val = 0;
967 index(state,hedge,x,y) = val;
968 }
969
970 /*
971 * Draw vertical edges of rectangles.
972 */
973 for (y = y1; y < y2; y++)
974 for (x = x1; x <= x2; x++)
975 if (VRANGE(state,x,y)) {
976 int val = index(state,vedge,x,y);
977 if (x == x1 || x == x2)
978 val = c;
979 else if (c == 1)
980 val = 0;
981 index(state,vedge,x,y) = val;
982 }
74a4e547 983}
984
985game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
3870c4d8 986{
08dd70c3 987 int xc, yc;
988 int startdrag = FALSE, enddrag = FALSE, active = FALSE;
3870c4d8 989 game_state *ret;
990
08dd70c3 991 if (button == LEFT_BUTTON) {
992 startdrag = TRUE;
993 } else if (button == LEFT_RELEASE) {
994 enddrag = TRUE;
995 } else if (button != LEFT_DRAG) {
996 return NULL;
997 }
998
999 xc = coord_round(FROMCOORD((float)x));
1000 yc = coord_round(FROMCOORD((float)y));
1001
1002 if (startdrag) {
1003 ui->drag_start_x = xc;
1004 ui->drag_start_y = yc;
1005 ui->drag_end_x = xc;
1006 ui->drag_end_y = yc;
1007 ui->dragged = FALSE;
1008 active = TRUE;
1009 }
3870c4d8 1010
08dd70c3 1011 if (xc != ui->drag_end_x || yc != ui->drag_end_y) {
1012 ui->drag_end_x = xc;
1013 ui->drag_end_y = yc;
1014 ui->dragged = TRUE;
1015 active = TRUE;
1016 }
3870c4d8 1017
934797c7 1018 ret = NULL;
1019
1020 if (enddrag) {
1021 if (xc >= 0 && xc <= 2*from->w &&
1022 yc >= 0 && yc <= 2*from->h) {
1023 ret = dup_game(from);
1024
1025 if (ui->dragged) {
1026 ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1);
1027 } else {
1028 if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) {
1029 hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2);
1030 }
1031 if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) {
1032 vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2);
1033 }
1034 }
3870c4d8 1035
934797c7 1036 if (!memcmp(ret->hedge, from->hedge, from->w*from->h) &&
1037 !memcmp(ret->vedge, from->vedge, from->w*from->h)) {
1038 free_game(ret);
1039 ret = NULL;
1040 }
ef29354c 1041
1042 /*
1043 * We've made a real change to the grid. Check to see
1044 * if the game has been completed.
1045 */
1046 if (!ret->completed) {
1047 int x, y, ok;
1048 unsigned char *correct = get_correct(ret);
1049
1050 ok = TRUE;
1051 for (x = 0; x < ret->w; x++)
1052 for (y = 0; y < ret->h; y++)
1053 if (!index(ret, correct, x, y))
1054 ok = FALSE;
1055
1056 sfree(correct);
1057
1058 if (ok)
1059 ret->completed = TRUE;
1060 }
934797c7 1061 }
1062
1063 ui->drag_start_x = -1;
1064 ui->drag_start_y = -1;
1065 ui->drag_end_x = -1;
1066 ui->drag_end_y = -1;
1067 ui->dragged = FALSE;
1068 active = TRUE;
3870c4d8 1069 }
1070
934797c7 1071 if (ret)
1072 return ret; /* a move has been made */
1073 else if (active)
08dd70c3 1074 return from; /* UI activity has occurred */
934797c7 1075 else
1076 return NULL;
3870c4d8 1077}
1078
1079/* ----------------------------------------------------------------------
1080 * Drawing routines.
1081 */
1082
08dd70c3 1083#define CORRECT 256
1084
1085#define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1086#define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1087#define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
3870c4d8 1088
1089struct game_drawstate {
1090 int started;
1091 int w, h;
08dd70c3 1092 unsigned short *visible;
3870c4d8 1093};
1094
1095void game_size(game_params *params, int *x, int *y)
1096{
1097 *x = params->w * TILE_SIZE + 2*BORDER + 1;
1098 *y = params->h * TILE_SIZE + 2*BORDER + 1;
1099}
1100
1101float *game_colours(frontend *fe, game_state *state, int *ncolours)
1102{
1103 float *ret = snewn(3 * NCOLOURS, float);
1104
1105 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1106
1107 ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
1108 ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
1109 ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
1110
08dd70c3 1111 ret[COL_DRAG * 3 + 0] = 1.0F;
1112 ret[COL_DRAG * 3 + 1] = 0.0F;
1113 ret[COL_DRAG * 3 + 2] = 0.0F;
1114
3870c4d8 1115 ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0];
1116 ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1];
1117 ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2];
1118
1119 ret[COL_LINE * 3 + 0] = 0.0F;
1120 ret[COL_LINE * 3 + 1] = 0.0F;
1121 ret[COL_LINE * 3 + 2] = 0.0F;
1122
1123 ret[COL_TEXT * 3 + 0] = 0.0F;
1124 ret[COL_TEXT * 3 + 1] = 0.0F;
1125 ret[COL_TEXT * 3 + 2] = 0.0F;
1126
1127 *ncolours = NCOLOURS;
1128 return ret;
1129}
1130
1131game_drawstate *game_new_drawstate(game_state *state)
1132{
1133 struct game_drawstate *ds = snew(struct game_drawstate);
08dd70c3 1134 int i;
3870c4d8 1135
1136 ds->started = FALSE;
1137 ds->w = state->w;
1138 ds->h = state->h;
08dd70c3 1139 ds->visible = snewn(ds->w * ds->h, unsigned short);
1140 for (i = 0; i < ds->w * ds->h; i++)
1141 ds->visible[i] = 0xFFFF;
3870c4d8 1142
1143 return ds;
1144}
1145
1146void game_free_drawstate(game_drawstate *ds)
1147{
1148 sfree(ds->visible);
1149 sfree(ds);
1150}
1151
08dd70c3 1152void draw_tile(frontend *fe, game_state *state, int x, int y,
1153 unsigned char *hedge, unsigned char *vedge, int correct)
3870c4d8 1154{
1155 int cx = COORD(x), cy = COORD(y);
1156 char str[80];
1157
1158 draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID);
1159 draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1,
1160 correct ? COL_CORRECT : COL_BACKGROUND);
1161
1162 if (grid(state,x,y)) {
1163 sprintf(str, "%d", grid(state,x,y));
1164 draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE,
105a00d0 1165 TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str);
3870c4d8 1166 }
1167
1168 /*
1169 * Draw edges.
1170 */
08dd70c3 1171 if (!HRANGE(state,x,y) || index(state,hedge,x,y))
1172 draw_rect(fe, cx, cy, TILE_SIZE+1, 2,
1173 HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) :
1174 COL_LINE);
1175 if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1))
1176 draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2,
1177 HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) :
1178 COL_LINE);
1179 if (!VRANGE(state,x,y) || index(state,vedge,x,y))
1180 draw_rect(fe, cx, cy, 2, TILE_SIZE+1,
1181 VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) :
1182 COL_LINE);
1183 if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y))
1184 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1,
1185 VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) :
1186 COL_LINE);
3870c4d8 1187
1188 /*
1189 * Draw corners.
1190 */
08dd70c3 1191 if ((HRANGE(state,x-1,y) && index(state,hedge,x-1,y)) ||
1192 (VRANGE(state,x,y-1) && index(state,vedge,x,y-1)))
1193 draw_rect(fe, cx, cy, 2, 2,
1194 COLOUR(MAX4(index(state,hedge,x-1,y),
1195 index(state,vedge,x,y-1),
1196 index(state,hedge,x,y),
1197 index(state,vedge,x,y))));
1198 if ((HRANGE(state,x+1,y) && index(state,hedge,x+1,y)) ||
1199 (VRANGE(state,x+1,y-1) && index(state,vedge,x+1,y-1)))
1200 draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2,
1201 COLOUR(MAX4(index(state,hedge,x+1,y),
1202 index(state,vedge,x+1,y-1),
1203 index(state,hedge,x,y),
1204 index(state,vedge,x+1,y))));
1205 if ((HRANGE(state,x-1,y+1) && index(state,hedge,x-1,y+1)) ||
1206 (VRANGE(state,x,y+1) && index(state,vedge,x,y+1)))
1207 draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2,
1208 COLOUR(MAX4(index(state,hedge,x-1,y+1),
1209 index(state,vedge,x,y+1),
1210 index(state,hedge,x,y+1),
1211 index(state,vedge,x,y))));
1212 if ((HRANGE(state,x+1,y+1) && index(state,hedge,x+1,y+1)) ||
1213 (VRANGE(state,x+1,y+1) && index(state,vedge,x+1,y+1)))
1214 draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2,
1215 COLOUR(MAX4(index(state,hedge,x+1,y+1),
1216 index(state,vedge,x+1,y+1),
1217 index(state,hedge,x,y+1),
1218 index(state,vedge,x+1,y))));
3870c4d8 1219
1220 draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1);
1221}
1222
1223void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
74a4e547 1224 game_state *state, game_ui *ui,
1225 float animtime, float flashtime)
3870c4d8 1226{
1227 int x, y;
1228 unsigned char *correct;
08dd70c3 1229 unsigned char *hedge, *vedge;
3870c4d8 1230
1231 correct = get_correct(state);
1232
08dd70c3 1233 if (ui->dragged) {
1234 hedge = snewn(state->w*state->h, unsigned char);
1235 vedge = snewn(state->w*state->h, unsigned char);
1236 memcpy(hedge, state->hedge, state->w*state->h);
1237 memcpy(vedge, state->vedge, state->w*state->h);
1238 ui_draw_rect(state, ui, hedge, vedge, 2);
1239 } else {
1240 hedge = state->hedge;
1241 vedge = state->vedge;
1242 }
1243
3870c4d8 1244 if (!ds->started) {
105a00d0 1245 draw_rect(fe, 0, 0,
1246 state->w * TILE_SIZE + 2*BORDER + 1,
1247 state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND);
3870c4d8 1248 draw_rect(fe, COORD(0)-1, COORD(0)-1,
1249 ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE);
1250 ds->started = TRUE;
863c3945 1251 draw_update(fe, 0, 0,
1252 state->w * TILE_SIZE + 2*BORDER + 1,
1253 state->h * TILE_SIZE + 2*BORDER + 1);
3870c4d8 1254 }
1255
1256 for (x = 0; x < state->w; x++)
1257 for (y = 0; y < state->h; y++) {
08dd70c3 1258 unsigned short c = 0;
1259
1260 if (HRANGE(state,x,y))
1261 c |= index(state,hedge,x,y);
1262 if (HRANGE(state,x+1,y))
1263 c |= index(state,hedge,x+1,y) << 2;
1264 if (VRANGE(state,x,y))
1265 c |= index(state,vedge,x,y) << 4;
1266 if (VRANGE(state,x,y+1))
1267 c |= index(state,vedge,x,y+1) << 6;
ef29354c 1268 if (index(state, correct, x, y) && !flashtime)
3870c4d8 1269 c |= CORRECT;
1270
1271 if (index(ds,ds->visible,x,y) != c) {
08dd70c3 1272 draw_tile(fe, state, x, y, hedge, vedge, c & CORRECT);
1273 /* index(ds,ds->visible,x,y) = c; */
3870c4d8 1274 }
1275 }
1276
08dd70c3 1277 if (hedge != state->hedge) {
1278 sfree(hedge);
1279 sfree(vedge);
1280 }
1281
3870c4d8 1282 sfree(correct);
1283}
1284
1285float game_anim_length(game_state *oldstate, game_state *newstate)
1286{
1287 return 0.0F;
1288}
1289
1290float game_flash_length(game_state *oldstate, game_state *newstate)
1291{
ef29354c 1292 if (!oldstate->completed && newstate->completed)
1293 return FLASH_TIME;
3870c4d8 1294 return 0.0F;
1295}
1296
1297int game_wants_statusbar(void)
1298{
1299 return FALSE;
1300}