| 1 | /* |
| 2 | * rect.c: Puzzle from nikoli.co.jp. You have a square grid with |
| 3 | * numbers in some squares; you must divide the square grid up into |
| 4 | * variously sized rectangles, such that every rectangle contains |
| 5 | * exactly one numbered square and the area of each rectangle is |
| 6 | * equal to the number contained in it. |
| 7 | */ |
| 8 | |
| 9 | /* |
| 10 | * TODO: |
| 11 | * |
| 12 | * - Improve on singleton removal by making an aesthetic choice |
| 13 | * about which of the options to take. |
| 14 | * |
| 15 | * - When doing the 3x3 trick in singleton removal, limit the size |
| 16 | * of the generated rectangles in accordance with the max |
| 17 | * rectangle size. |
| 18 | * |
| 19 | * - It might be interesting to deliberately try to place |
| 20 | * numbers so as to reduce alternative solution patterns. I |
| 21 | * doubt we can do a perfect job of this, but we can make a |
| 22 | * start by, for example, noticing pairs of 2-rects |
| 23 | * alongside one another and _not_ putting their numbers at |
| 24 | * opposite ends. |
| 25 | * |
| 26 | * - If we start by sorting the rectlist in descending order |
| 27 | * of area, we might be able to bias our random number |
| 28 | * selection to produce a few large rectangles more often |
| 29 | * than oodles of small ones? Unsure, but might be worth a |
| 30 | * try. |
| 31 | */ |
| 32 | |
| 33 | #include <stdio.h> |
| 34 | #include <stdlib.h> |
| 35 | #include <string.h> |
| 36 | #include <assert.h> |
| 37 | #include <ctype.h> |
| 38 | #include <math.h> |
| 39 | |
| 40 | #include "puzzles.h" |
| 41 | |
| 42 | enum { |
| 43 | COL_BACKGROUND, |
| 44 | COL_CORRECT, |
| 45 | COL_LINE, |
| 46 | COL_TEXT, |
| 47 | COL_GRID, |
| 48 | COL_DRAG, |
| 49 | NCOLOURS |
| 50 | }; |
| 51 | |
| 52 | struct game_params { |
| 53 | int w, h; |
| 54 | float expandfactor; |
| 55 | }; |
| 56 | |
| 57 | #define INDEX(state, x, y) (((y) * (state)->w) + (x)) |
| 58 | #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ]) |
| 59 | #define grid(state,x,y) index(state, (state)->grid, x, y) |
| 60 | #define vedge(state,x,y) index(state, (state)->vedge, x, y) |
| 61 | #define hedge(state,x,y) index(state, (state)->hedge, x, y) |
| 62 | |
| 63 | #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \ |
| 64 | (y) >= dy && (y) < (state)->h ) |
| 65 | #define RANGE(state,x,y) CRANGE(state,x,y,0,0) |
| 66 | #define HRANGE(state,x,y) CRANGE(state,x,y,0,1) |
| 67 | #define VRANGE(state,x,y) CRANGE(state,x,y,1,0) |
| 68 | |
| 69 | #define TILE_SIZE 24 |
| 70 | #define BORDER 18 |
| 71 | |
| 72 | #define CORNER_TOLERANCE 0.15F |
| 73 | #define CENTRE_TOLERANCE 0.15F |
| 74 | |
| 75 | #define FLASH_TIME 0.13F |
| 76 | |
| 77 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
| 78 | #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) |
| 79 | |
| 80 | struct game_state { |
| 81 | int w, h; |
| 82 | int *grid; /* contains the numbers */ |
| 83 | unsigned char *vedge; /* (w+1) x h */ |
| 84 | unsigned char *hedge; /* w x (h+1) */ |
| 85 | int completed; |
| 86 | }; |
| 87 | |
| 88 | static game_params *default_params(void) |
| 89 | { |
| 90 | game_params *ret = snew(game_params); |
| 91 | |
| 92 | ret->w = ret->h = 7; |
| 93 | ret->expandfactor = 0.0F; |
| 94 | |
| 95 | return ret; |
| 96 | } |
| 97 | |
| 98 | static int 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 | ret->expandfactor = 0.0F; |
| 118 | return TRUE; |
| 119 | } |
| 120 | |
| 121 | static void free_params(game_params *params) |
| 122 | { |
| 123 | sfree(params); |
| 124 | } |
| 125 | |
| 126 | static game_params *dup_params(game_params *params) |
| 127 | { |
| 128 | game_params *ret = snew(game_params); |
| 129 | *ret = *params; /* structure copy */ |
| 130 | return ret; |
| 131 | } |
| 132 | |
| 133 | static game_params *decode_params(char const *string) |
| 134 | { |
| 135 | game_params *ret = default_params(); |
| 136 | |
| 137 | ret->w = ret->h = atoi(string); |
| 138 | ret->expandfactor = 0.0F; |
| 139 | while (*string && isdigit((unsigned char)*string)) string++; |
| 140 | if (*string == 'x') { |
| 141 | string++; |
| 142 | ret->h = atoi(string); |
| 143 | while (*string && isdigit((unsigned char)*string)) string++; |
| 144 | } |
| 145 | if (*string == 'e') { |
| 146 | string++; |
| 147 | ret->expandfactor = atof(string); |
| 148 | } |
| 149 | |
| 150 | return ret; |
| 151 | } |
| 152 | |
| 153 | static char *encode_params(game_params *params) |
| 154 | { |
| 155 | char data[256]; |
| 156 | |
| 157 | sprintf(data, "%dx%d", params->w, params->h); |
| 158 | |
| 159 | return dupstr(data); |
| 160 | } |
| 161 | |
| 162 | static config_item *game_configure(game_params *params) |
| 163 | { |
| 164 | config_item *ret; |
| 165 | char buf[80]; |
| 166 | |
| 167 | ret = snewn(5, config_item); |
| 168 | |
| 169 | ret[0].name = "Width"; |
| 170 | ret[0].type = C_STRING; |
| 171 | sprintf(buf, "%d", params->w); |
| 172 | ret[0].sval = dupstr(buf); |
| 173 | ret[0].ival = 0; |
| 174 | |
| 175 | ret[1].name = "Height"; |
| 176 | ret[1].type = C_STRING; |
| 177 | sprintf(buf, "%d", params->h); |
| 178 | ret[1].sval = dupstr(buf); |
| 179 | ret[1].ival = 0; |
| 180 | |
| 181 | ret[2].name = "Expansion factor"; |
| 182 | ret[2].type = C_STRING; |
| 183 | sprintf(buf, "%g", params->expandfactor); |
| 184 | ret[2].sval = dupstr(buf); |
| 185 | ret[2].ival = 0; |
| 186 | |
| 187 | ret[3].name = NULL; |
| 188 | ret[3].type = C_END; |
| 189 | ret[3].sval = NULL; |
| 190 | ret[3].ival = 0; |
| 191 | |
| 192 | return ret; |
| 193 | } |
| 194 | |
| 195 | static game_params *custom_params(config_item *cfg) |
| 196 | { |
| 197 | game_params *ret = snew(game_params); |
| 198 | |
| 199 | ret->w = atoi(cfg[0].sval); |
| 200 | ret->h = atoi(cfg[1].sval); |
| 201 | ret->expandfactor = atof(cfg[2].sval); |
| 202 | |
| 203 | return ret; |
| 204 | } |
| 205 | |
| 206 | static char *validate_params(game_params *params) |
| 207 | { |
| 208 | if (params->w <= 0 && params->h <= 0) |
| 209 | return "Width and height must both be greater than zero"; |
| 210 | if (params->w < 2 && params->h < 2) |
| 211 | return "Grid area must be greater than one"; |
| 212 | if (params->expandfactor < 0.0F) |
| 213 | return "Expansion factor may not be negative"; |
| 214 | return NULL; |
| 215 | } |
| 216 | |
| 217 | struct rect { |
| 218 | int x, y; |
| 219 | int w, h; |
| 220 | }; |
| 221 | |
| 222 | struct rectlist { |
| 223 | struct rect *rects; |
| 224 | int n; |
| 225 | }; |
| 226 | |
| 227 | static struct rectlist *get_rectlist(game_params *params, int *grid) |
| 228 | { |
| 229 | int rw, rh; |
| 230 | int x, y; |
| 231 | int maxarea; |
| 232 | struct rect *rects = NULL; |
| 233 | int nrects = 0, rectsize = 0; |
| 234 | |
| 235 | /* |
| 236 | * Maximum rectangle area is 1/6 of total grid size, unless |
| 237 | * this means we can't place any rectangles at all in which |
| 238 | * case we set it to 2 at minimum. |
| 239 | */ |
| 240 | maxarea = params->w * params->h / 6; |
| 241 | if (maxarea < 2) |
| 242 | maxarea = 2; |
| 243 | |
| 244 | for (rw = 1; rw <= params->w; rw++) |
| 245 | for (rh = 1; rh <= params->h; rh++) { |
| 246 | if (rw * rh > maxarea) |
| 247 | continue; |
| 248 | if (rw * rh == 1) |
| 249 | continue; |
| 250 | for (x = 0; x <= params->w - rw; x++) |
| 251 | for (y = 0; y <= params->h - rh; y++) { |
| 252 | if (nrects >= rectsize) { |
| 253 | rectsize = nrects + 256; |
| 254 | rects = sresize(rects, rectsize, struct rect); |
| 255 | } |
| 256 | |
| 257 | rects[nrects].x = x; |
| 258 | rects[nrects].y = y; |
| 259 | rects[nrects].w = rw; |
| 260 | rects[nrects].h = rh; |
| 261 | nrects++; |
| 262 | } |
| 263 | } |
| 264 | |
| 265 | if (nrects > 0) { |
| 266 | struct rectlist *ret; |
| 267 | ret = snew(struct rectlist); |
| 268 | ret->rects = rects; |
| 269 | ret->n = nrects; |
| 270 | return ret; |
| 271 | } else { |
| 272 | assert(rects == NULL); /* hence no need to free */ |
| 273 | return NULL; |
| 274 | } |
| 275 | } |
| 276 | |
| 277 | static void free_rectlist(struct rectlist *list) |
| 278 | { |
| 279 | sfree(list->rects); |
| 280 | sfree(list); |
| 281 | } |
| 282 | |
| 283 | static void place_rect(game_params *params, int *grid, struct rect r) |
| 284 | { |
| 285 | int idx = INDEX(params, r.x, r.y); |
| 286 | int x, y; |
| 287 | |
| 288 | for (x = r.x; x < r.x+r.w; x++) |
| 289 | for (y = r.y; y < r.y+r.h; y++) { |
| 290 | index(params, grid, x, y) = idx; |
| 291 | } |
| 292 | #ifdef GENERATION_DIAGNOSTICS |
| 293 | printf(" placing rectangle at (%d,%d) size %d x %d\n", |
| 294 | r.x, r.y, r.w, r.h); |
| 295 | #endif |
| 296 | } |
| 297 | |
| 298 | static struct rect find_rect(game_params *params, int *grid, int x, int y) |
| 299 | { |
| 300 | int idx, w, h; |
| 301 | struct rect r; |
| 302 | |
| 303 | /* |
| 304 | * Find the top left of the rectangle. |
| 305 | */ |
| 306 | idx = index(params, grid, x, y); |
| 307 | |
| 308 | if (idx < 0) { |
| 309 | r.x = x; |
| 310 | r.y = y; |
| 311 | r.w = r.h = 1; |
| 312 | return r; /* 1x1 singleton here */ |
| 313 | } |
| 314 | |
| 315 | y = idx / params->w; |
| 316 | x = idx % params->w; |
| 317 | |
| 318 | /* |
| 319 | * Find the width and height of the rectangle. |
| 320 | */ |
| 321 | for (w = 1; |
| 322 | (x+w < params->w && index(params,grid,x+w,y)==idx); |
| 323 | w++); |
| 324 | for (h = 1; |
| 325 | (y+h < params->h && index(params,grid,x,y+h)==idx); |
| 326 | h++); |
| 327 | |
| 328 | r.x = x; |
| 329 | r.y = y; |
| 330 | r.w = w; |
| 331 | r.h = h; |
| 332 | |
| 333 | return r; |
| 334 | } |
| 335 | |
| 336 | #ifdef GENERATION_DIAGNOSTICS |
| 337 | static void display_grid(game_params *params, int *grid, int *numbers, int all) |
| 338 | { |
| 339 | unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), |
| 340 | unsigned char); |
| 341 | int x, y; |
| 342 | int r = (params->w*2+3); |
| 343 | |
| 344 | memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); |
| 345 | |
| 346 | for (x = 0; x < params->w; x++) |
| 347 | for (y = 0; y < params->h; y++) { |
| 348 | int i = index(params, grid, x, y); |
| 349 | if (x == 0 || index(params, grid, x-1, y) != i) |
| 350 | egrid[(2*y+2) * r + (2*x+1)] = 1; |
| 351 | if (x == params->w-1 || index(params, grid, x+1, y) != i) |
| 352 | egrid[(2*y+2) * r + (2*x+3)] = 1; |
| 353 | if (y == 0 || index(params, grid, x, y-1) != i) |
| 354 | egrid[(2*y+1) * r + (2*x+2)] = 1; |
| 355 | if (y == params->h-1 || index(params, grid, x, y+1) != i) |
| 356 | egrid[(2*y+3) * r + (2*x+2)] = 1; |
| 357 | } |
| 358 | |
| 359 | for (y = 1; y < 2*params->h+2; y++) { |
| 360 | for (x = 1; x < 2*params->w+2; x++) { |
| 361 | if (!((y|x)&1)) { |
| 362 | int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0; |
| 363 | if (k || (all && numbers)) printf("%2d", k); else printf(" "); |
| 364 | } else if (!((y&x)&1)) { |
| 365 | int v = egrid[y*r+x]; |
| 366 | if ((y&1) && v) v = '-'; |
| 367 | if ((x&1) && v) v = '|'; |
| 368 | if (!v) v = ' '; |
| 369 | putchar(v); |
| 370 | if (!(x&1)) putchar(v); |
| 371 | } else { |
| 372 | int c, d = 0; |
| 373 | if (egrid[y*r+(x+1)]) d |= 1; |
| 374 | if (egrid[(y-1)*r+x]) d |= 2; |
| 375 | if (egrid[y*r+(x-1)]) d |= 4; |
| 376 | if (egrid[(y+1)*r+x]) d |= 8; |
| 377 | c = " ??+?-++?+|+++++"[d]; |
| 378 | putchar(c); |
| 379 | if (!(x&1)) putchar(c); |
| 380 | } |
| 381 | } |
| 382 | putchar('\n'); |
| 383 | } |
| 384 | |
| 385 | sfree(egrid); |
| 386 | } |
| 387 | #endif |
| 388 | |
| 389 | static char *new_game_seed(game_params *params, random_state *rs) |
| 390 | { |
| 391 | int *grid, *numbers; |
| 392 | struct rectlist *list; |
| 393 | int x, y, y2, y2last, yx, run, i; |
| 394 | char *seed, *p; |
| 395 | game_params params2real, *params2 = ¶ms2real; |
| 396 | |
| 397 | /* |
| 398 | * Set up the smaller width and height which we will use to |
| 399 | * generate the base grid. |
| 400 | */ |
| 401 | params2->w = params->w / (1.0F + params->expandfactor); |
| 402 | if (params2->w < 2 && params->w >= 2) params2->w = 2; |
| 403 | params2->h = params->h / (1.0F + params->expandfactor); |
| 404 | if (params2->h < 2 && params->h >= 2) params2->h = 2; |
| 405 | |
| 406 | grid = snewn(params2->w * params2->h, int); |
| 407 | |
| 408 | for (y = 0; y < params2->h; y++) |
| 409 | for (x = 0; x < params2->w; x++) { |
| 410 | index(params2, grid, x, y) = -1; |
| 411 | } |
| 412 | |
| 413 | list = get_rectlist(params2, grid); |
| 414 | assert(list != NULL); |
| 415 | |
| 416 | /* |
| 417 | * Place rectangles until we can't any more. |
| 418 | */ |
| 419 | while (list->n > 0) { |
| 420 | int i, m; |
| 421 | struct rect r; |
| 422 | |
| 423 | /* |
| 424 | * Pick a random rectangle. |
| 425 | */ |
| 426 | i = random_upto(rs, list->n); |
| 427 | r = list->rects[i]; |
| 428 | |
| 429 | /* |
| 430 | * Place it. |
| 431 | */ |
| 432 | place_rect(params2, grid, r); |
| 433 | |
| 434 | /* |
| 435 | * Winnow the list by removing any rectangles which |
| 436 | * overlap this one. |
| 437 | */ |
| 438 | m = 0; |
| 439 | for (i = 0; i < list->n; i++) { |
| 440 | struct rect s = list->rects[i]; |
| 441 | if (s.x+s.w <= r.x || r.x+r.w <= s.x || |
| 442 | s.y+s.h <= r.y || r.y+r.h <= s.y) |
| 443 | list->rects[m++] = s; |
| 444 | } |
| 445 | list->n = m; |
| 446 | } |
| 447 | |
| 448 | free_rectlist(list); |
| 449 | |
| 450 | /* |
| 451 | * Deal with singleton spaces remaining in the grid, one by |
| 452 | * one. |
| 453 | * |
| 454 | * We do this by making a local change to the layout. There are |
| 455 | * several possibilities: |
| 456 | * |
| 457 | * +-----+-----+ Here, we can remove the singleton by |
| 458 | * | | | extending the 1x2 rectangle below it |
| 459 | * +--+--+-----+ into a 1x3. |
| 460 | * | | | | |
| 461 | * | +--+ | |
| 462 | * | | | | |
| 463 | * | | | | |
| 464 | * | | | | |
| 465 | * +--+--+-----+ |
| 466 | * |
| 467 | * +--+--+--+ Here, that trick doesn't work: there's no |
| 468 | * | | | 1 x n rectangle with the singleton at one |
| 469 | * | | | end. Instead, we extend a 1 x n rectangle |
| 470 | * | | | _out_ from the singleton, shaving a layer |
| 471 | * +--+--+ | off the end of another rectangle. So if we |
| 472 | * | | | | extended up, we'd make our singleton part |
| 473 | * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2 |
| 474 | * | | | used to be; or we could extend right into |
| 475 | * +--+-----+ a 2x1, turning the 1x3 into a 1x2. |
| 476 | * |
| 477 | * +-----+--+ Here, we can't even do _that_, since any |
| 478 | * | | | direction we choose to extend the singleton |
| 479 | * +--+--+ | will produce a new singleton as a result of |
| 480 | * | | | | truncating one of the size-2 rectangles. |
| 481 | * | +--+--+ Fortunately, this case can _only_ occur when |
| 482 | * | | | a singleton is surrounded by four size-2s |
| 483 | * +--+-----+ in this fashion; so instead we can simply |
| 484 | * replace the whole section with a single 3x3. |
| 485 | */ |
| 486 | for (x = 0; x < params2->w; x++) { |
| 487 | for (y = 0; y < params2->h; y++) { |
| 488 | if (index(params2, grid, x, y) < 0) { |
| 489 | int dirs[4], ndirs; |
| 490 | |
| 491 | #ifdef GENERATION_DIAGNOSTICS |
| 492 | display_grid(params2, grid, NULL, FALSE); |
| 493 | printf("singleton at %d,%d\n", x, y); |
| 494 | #endif |
| 495 | |
| 496 | /* |
| 497 | * Check in which directions we can feasibly extend |
| 498 | * the singleton. We can extend in a particular |
| 499 | * direction iff either: |
| 500 | * |
| 501 | * - the rectangle on that side of the singleton |
| 502 | * is not 2x1, and we are at one end of the edge |
| 503 | * of it we are touching |
| 504 | * |
| 505 | * - it is 2x1 but we are on its short side. |
| 506 | * |
| 507 | * FIXME: we could plausibly choose between these |
| 508 | * based on the sizes of the rectangles they would |
| 509 | * create? |
| 510 | */ |
| 511 | ndirs = 0; |
| 512 | if (x < params2->w-1) { |
| 513 | struct rect r = find_rect(params2, grid, x+1, y); |
| 514 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
| 515 | dirs[ndirs++] = 1; /* right */ |
| 516 | } |
| 517 | if (y > 0) { |
| 518 | struct rect r = find_rect(params2, grid, x, y-1); |
| 519 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
| 520 | dirs[ndirs++] = 2; /* up */ |
| 521 | } |
| 522 | if (x > 0) { |
| 523 | struct rect r = find_rect(params2, grid, x-1, y); |
| 524 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
| 525 | dirs[ndirs++] = 4; /* left */ |
| 526 | } |
| 527 | if (y < params2->h-1) { |
| 528 | struct rect r = find_rect(params2, grid, x, y+1); |
| 529 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
| 530 | dirs[ndirs++] = 8; /* down */ |
| 531 | } |
| 532 | |
| 533 | if (ndirs > 0) { |
| 534 | int which, dir; |
| 535 | struct rect r1, r2; |
| 536 | |
| 537 | which = random_upto(rs, ndirs); |
| 538 | dir = dirs[which]; |
| 539 | |
| 540 | switch (dir) { |
| 541 | case 1: /* right */ |
| 542 | assert(x < params2->w+1); |
| 543 | #ifdef GENERATION_DIAGNOSTICS |
| 544 | printf("extending right\n"); |
| 545 | #endif |
| 546 | r1 = find_rect(params2, grid, x+1, y); |
| 547 | r2.x = x; |
| 548 | r2.y = y; |
| 549 | r2.w = 1 + r1.w; |
| 550 | r2.h = 1; |
| 551 | if (r1.y == y) |
| 552 | r1.y++; |
| 553 | r1.h--; |
| 554 | break; |
| 555 | case 2: /* up */ |
| 556 | assert(y > 0); |
| 557 | #ifdef GENERATION_DIAGNOSTICS |
| 558 | printf("extending up\n"); |
| 559 | #endif |
| 560 | r1 = find_rect(params2, grid, x, y-1); |
| 561 | r2.x = x; |
| 562 | r2.y = r1.y; |
| 563 | r2.w = 1; |
| 564 | r2.h = 1 + r1.h; |
| 565 | if (r1.x == x) |
| 566 | r1.x++; |
| 567 | r1.w--; |
| 568 | break; |
| 569 | case 4: /* left */ |
| 570 | assert(x > 0); |
| 571 | #ifdef GENERATION_DIAGNOSTICS |
| 572 | printf("extending left\n"); |
| 573 | #endif |
| 574 | r1 = find_rect(params2, grid, x-1, y); |
| 575 | r2.x = r1.x; |
| 576 | r2.y = y; |
| 577 | r2.w = 1 + r1.w; |
| 578 | r2.h = 1; |
| 579 | if (r1.y == y) |
| 580 | r1.y++; |
| 581 | r1.h--; |
| 582 | break; |
| 583 | case 8: /* down */ |
| 584 | assert(y < params2->h+1); |
| 585 | #ifdef GENERATION_DIAGNOSTICS |
| 586 | printf("extending down\n"); |
| 587 | #endif |
| 588 | r1 = find_rect(params2, grid, x, y+1); |
| 589 | r2.x = x; |
| 590 | r2.y = y; |
| 591 | r2.w = 1; |
| 592 | r2.h = 1 + r1.h; |
| 593 | if (r1.x == x) |
| 594 | r1.x++; |
| 595 | r1.w--; |
| 596 | break; |
| 597 | } |
| 598 | if (r1.h > 0 && r1.w > 0) |
| 599 | place_rect(params2, grid, r1); |
| 600 | place_rect(params2, grid, r2); |
| 601 | } else { |
| 602 | #ifndef NDEBUG |
| 603 | /* |
| 604 | * Sanity-check that there really is a 3x3 |
| 605 | * rectangle surrounding this singleton and it |
| 606 | * contains absolutely everything we could |
| 607 | * possibly need. |
| 608 | */ |
| 609 | { |
| 610 | int xx, yy; |
| 611 | assert(x > 0 && x < params2->w-1); |
| 612 | assert(y > 0 && y < params2->h-1); |
| 613 | |
| 614 | for (xx = x-1; xx <= x+1; xx++) |
| 615 | for (yy = y-1; yy <= y+1; yy++) { |
| 616 | struct rect r = find_rect(params2,grid,xx,yy); |
| 617 | assert(r.x >= x-1); |
| 618 | assert(r.y >= y-1); |
| 619 | assert(r.x+r.w-1 <= x+1); |
| 620 | assert(r.y+r.h-1 <= y+1); |
| 621 | } |
| 622 | } |
| 623 | #endif |
| 624 | |
| 625 | #ifdef GENERATION_DIAGNOSTICS |
| 626 | printf("need the 3x3 trick\n"); |
| 627 | #endif |
| 628 | |
| 629 | /* |
| 630 | * FIXME: If the maximum rectangle area for |
| 631 | * this grid is less than 9, we ought to |
| 632 | * subdivide the 3x3 in some fashion. There are |
| 633 | * five other possibilities: |
| 634 | * |
| 635 | * - a 6 and a 3 |
| 636 | * - a 4, a 3 and a 2 |
| 637 | * - three 3s |
| 638 | * - a 3 and three 2s (two different arrangements). |
| 639 | */ |
| 640 | |
| 641 | { |
| 642 | struct rect r; |
| 643 | r.x = x-1; |
| 644 | r.y = y-1; |
| 645 | r.w = r.h = 3; |
| 646 | place_rect(params2, grid, r); |
| 647 | } |
| 648 | } |
| 649 | } |
| 650 | } |
| 651 | } |
| 652 | |
| 653 | /* |
| 654 | * We have now constructed a grid of the size specified in |
| 655 | * params2. Now we extend it into a grid of the size specified |
| 656 | * in params. We do this in two passes: we extend it vertically |
| 657 | * until it's the right height, then we transpose it, then |
| 658 | * extend it vertically again (getting it effectively the right |
| 659 | * width), then finally transpose again. |
| 660 | */ |
| 661 | for (i = 0; i < 2; i++) { |
| 662 | int *grid2, *expand, *where; |
| 663 | game_params params3real, *params3 = ¶ms3real; |
| 664 | |
| 665 | #ifdef GENERATION_DIAGNOSTICS |
| 666 | printf("before expansion:\n"); |
| 667 | display_grid(params2, grid, NULL, TRUE); |
| 668 | #endif |
| 669 | |
| 670 | /* |
| 671 | * Set up the new grid. |
| 672 | */ |
| 673 | grid2 = snewn(params2->w * params->h, int); |
| 674 | expand = snewn(params2->h-1, int); |
| 675 | where = snewn(params2->w, int); |
| 676 | params3->w = params2->w; |
| 677 | params3->h = params->h; |
| 678 | |
| 679 | /* |
| 680 | * Decide which horizontal edges are going to get expanded, |
| 681 | * and by how much. |
| 682 | */ |
| 683 | for (y = 0; y < params2->h-1; y++) |
| 684 | expand[y] = 0; |
| 685 | for (y = params2->h; y < params->h; y++) { |
| 686 | x = random_upto(rs, params2->h-1); |
| 687 | expand[x]++; |
| 688 | } |
| 689 | |
| 690 | #ifdef GENERATION_DIAGNOSTICS |
| 691 | printf("expand[] = {"); |
| 692 | for (y = 0; y < params2->h-1; y++) |
| 693 | printf(" %d", expand[y]); |
| 694 | printf(" }\n"); |
| 695 | #endif |
| 696 | |
| 697 | /* |
| 698 | * Perform the expansion. The way this works is that we |
| 699 | * alternately: |
| 700 | * |
| 701 | * - copy a row from grid into grid2 |
| 702 | * |
| 703 | * - invent some number of additional rows in grid2 where |
| 704 | * there was previously only a horizontal line between |
| 705 | * rows in grid, and make random decisions about where |
| 706 | * among these to place each rectangle edge that ran |
| 707 | * along this line. |
| 708 | */ |
| 709 | for (y = y2 = y2last = 0; y < params2->h; y++) { |
| 710 | /* |
| 711 | * Copy a single line from row y of grid into row y2 of |
| 712 | * grid2. |
| 713 | */ |
| 714 | for (x = 0; x < params2->w; x++) { |
| 715 | int val = index(params2, grid, x, y); |
| 716 | if (val / params2->w == y && /* rect starts on this line */ |
| 717 | (y2 == 0 || /* we're at the very top, or... */ |
| 718 | index(params3, grid2, x, y2-1) / params3->w < y2last |
| 719 | /* this rect isn't already started */)) |
| 720 | index(params3, grid2, x, y2) = |
| 721 | INDEX(params3, val % params2->w, y2); |
| 722 | else |
| 723 | index(params3, grid2, x, y2) = |
| 724 | index(params3, grid2, x, y2-1); |
| 725 | } |
| 726 | |
| 727 | /* |
| 728 | * If that was the last line, terminate the loop early. |
| 729 | */ |
| 730 | if (++y2 == params3->h) |
| 731 | break; |
| 732 | |
| 733 | y2last = y2; |
| 734 | |
| 735 | /* |
| 736 | * Invent some number of additional lines. First walk |
| 737 | * along this line working out where to put all the |
| 738 | * edges that coincide with it. |
| 739 | */ |
| 740 | yx = -1; |
| 741 | for (x = 0; x < params2->w; x++) { |
| 742 | if (index(params2, grid, x, y) != |
| 743 | index(params2, grid, x, y+1)) { |
| 744 | /* |
| 745 | * This is a horizontal edge, so it needs |
| 746 | * placing. |
| 747 | */ |
| 748 | if (x == 0 || |
| 749 | (index(params2, grid, x-1, y) != |
| 750 | index(params2, grid, x, y) && |
| 751 | index(params2, grid, x-1, y+1) != |
| 752 | index(params2, grid, x, y+1))) { |
| 753 | /* |
| 754 | * Here we have the chance to make a new |
| 755 | * decision. |
| 756 | */ |
| 757 | yx = random_upto(rs, expand[y]+1); |
| 758 | } else { |
| 759 | /* |
| 760 | * Here we just reuse the previous value of |
| 761 | * yx. |
| 762 | */ |
| 763 | } |
| 764 | } else |
| 765 | yx = -1; |
| 766 | where[x] = yx; |
| 767 | } |
| 768 | |
| 769 | for (yx = 0; yx < expand[y]; yx++) { |
| 770 | /* |
| 771 | * Invent a single row. For each square in the row, |
| 772 | * we copy the grid entry from the square above it, |
| 773 | * unless we're starting the new rectangle here. |
| 774 | */ |
| 775 | for (x = 0; x < params2->w; x++) { |
| 776 | if (yx == where[x]) { |
| 777 | int val = index(params2, grid, x, y+1); |
| 778 | val %= params2->w; |
| 779 | val = INDEX(params3, val, y2); |
| 780 | index(params3, grid2, x, y2) = val; |
| 781 | } else |
| 782 | index(params3, grid2, x, y2) = |
| 783 | index(params3, grid2, x, y2-1); |
| 784 | } |
| 785 | |
| 786 | y2++; |
| 787 | } |
| 788 | } |
| 789 | |
| 790 | sfree(expand); |
| 791 | sfree(where); |
| 792 | |
| 793 | #ifdef GENERATION_DIAGNOSTICS |
| 794 | printf("after expansion:\n"); |
| 795 | display_grid(params3, grid2, NULL, TRUE); |
| 796 | #endif |
| 797 | /* |
| 798 | * Transpose. |
| 799 | */ |
| 800 | params2->w = params3->h; |
| 801 | params2->h = params3->w; |
| 802 | sfree(grid); |
| 803 | grid = snewn(params2->w * params2->h, int); |
| 804 | for (x = 0; x < params2->w; x++) |
| 805 | for (y = 0; y < params2->h; y++) { |
| 806 | int idx1 = INDEX(params2, x, y); |
| 807 | int idx2 = INDEX(params3, y, x); |
| 808 | int tmp; |
| 809 | |
| 810 | tmp = grid2[idx2]; |
| 811 | tmp = (tmp % params3->w) * params2->w + (tmp / params3->w); |
| 812 | grid[idx1] = tmp; |
| 813 | } |
| 814 | |
| 815 | sfree(grid2); |
| 816 | |
| 817 | { |
| 818 | int tmp; |
| 819 | tmp = params->w; |
| 820 | params->w = params->h; |
| 821 | params->h = tmp; |
| 822 | } |
| 823 | |
| 824 | #ifdef GENERATION_DIAGNOSTICS |
| 825 | printf("after transposition:\n"); |
| 826 | display_grid(params2, grid, NULL, TRUE); |
| 827 | #endif |
| 828 | } |
| 829 | |
| 830 | /* |
| 831 | * Place numbers. |
| 832 | */ |
| 833 | numbers = snewn(params->w * params->h, int); |
| 834 | |
| 835 | for (y = 0; y < params->h; y++) |
| 836 | for (x = 0; x < params->w; x++) { |
| 837 | index(params, numbers, x, y) = 0; |
| 838 | } |
| 839 | |
| 840 | for (x = 0; x < params->w; x++) { |
| 841 | for (y = 0; y < params->h; y++) { |
| 842 | int idx = INDEX(params, x, y); |
| 843 | if (index(params, grid, x, y) == idx) { |
| 844 | struct rect r = find_rect(params, grid, x, y); |
| 845 | int n, xx, yy; |
| 846 | |
| 847 | /* |
| 848 | * Decide where to put the number. |
| 849 | */ |
| 850 | n = random_upto(rs, r.w*r.h); |
| 851 | yy = n / r.w; |
| 852 | xx = n % r.w; |
| 853 | index(params,numbers,x+xx,y+yy) = r.w*r.h; |
| 854 | } |
| 855 | } |
| 856 | } |
| 857 | |
| 858 | #ifdef GENERATION_DIAGNOSTICS |
| 859 | display_grid(params, grid, numbers, FALSE); |
| 860 | #endif |
| 861 | |
| 862 | seed = snewn(11 * params->w * params->h, char); |
| 863 | p = seed; |
| 864 | run = 0; |
| 865 | for (i = 0; i <= params->w * params->h; i++) { |
| 866 | int n = (i < params->w * params->h ? numbers[i] : -1); |
| 867 | |
| 868 | if (!n) |
| 869 | run++; |
| 870 | else { |
| 871 | if (run) { |
| 872 | while (run > 0) { |
| 873 | int c = 'a' - 1 + run; |
| 874 | if (run > 26) |
| 875 | c = 'z'; |
| 876 | *p++ = c; |
| 877 | run -= c - ('a' - 1); |
| 878 | } |
| 879 | } else { |
| 880 | /* |
| 881 | * If there's a number in the very top left or |
| 882 | * bottom right, there's no point putting an |
| 883 | * unnecessary _ before or after it. |
| 884 | */ |
| 885 | if (p > seed && n > 0) |
| 886 | *p++ = '_'; |
| 887 | } |
| 888 | if (n > 0) |
| 889 | p += sprintf(p, "%d", n); |
| 890 | run = 0; |
| 891 | } |
| 892 | } |
| 893 | *p = '\0'; |
| 894 | |
| 895 | sfree(grid); |
| 896 | sfree(numbers); |
| 897 | |
| 898 | return seed; |
| 899 | } |
| 900 | |
| 901 | static char *validate_seed(game_params *params, char *seed) |
| 902 | { |
| 903 | int area = params->w * params->h; |
| 904 | int squares = 0; |
| 905 | |
| 906 | while (*seed) { |
| 907 | int n = *seed++; |
| 908 | if (n >= 'a' && n <= 'z') { |
| 909 | squares += n - 'a' + 1; |
| 910 | } else if (n == '_') { |
| 911 | /* do nothing */; |
| 912 | } else if (n > '0' && n <= '9') { |
| 913 | squares++; |
| 914 | while (*seed >= '0' && *seed <= '9') |
| 915 | seed++; |
| 916 | } else |
| 917 | return "Invalid character in game specification"; |
| 918 | } |
| 919 | |
| 920 | if (squares < area) |
| 921 | return "Not enough data to fill grid"; |
| 922 | |
| 923 | if (squares > area) |
| 924 | return "Too much data to fit in grid"; |
| 925 | |
| 926 | return NULL; |
| 927 | } |
| 928 | |
| 929 | static game_state *new_game(game_params *params, char *seed) |
| 930 | { |
| 931 | game_state *state = snew(game_state); |
| 932 | int x, y, i, area; |
| 933 | |
| 934 | state->w = params->w; |
| 935 | state->h = params->h; |
| 936 | |
| 937 | area = state->w * state->h; |
| 938 | |
| 939 | state->grid = snewn(area, int); |
| 940 | state->vedge = snewn(area, unsigned char); |
| 941 | state->hedge = snewn(area, unsigned char); |
| 942 | state->completed = FALSE; |
| 943 | |
| 944 | i = 0; |
| 945 | while (*seed) { |
| 946 | int n = *seed++; |
| 947 | if (n >= 'a' && n <= 'z') { |
| 948 | int run = n - 'a' + 1; |
| 949 | assert(i + run <= area); |
| 950 | while (run-- > 0) |
| 951 | state->grid[i++] = 0; |
| 952 | } else if (n == '_') { |
| 953 | /* do nothing */; |
| 954 | } else if (n > '0' && n <= '9') { |
| 955 | assert(i < area); |
| 956 | state->grid[i++] = atoi(seed-1); |
| 957 | while (*seed >= '0' && *seed <= '9') |
| 958 | seed++; |
| 959 | } else { |
| 960 | assert(!"We can't get here"); |
| 961 | } |
| 962 | } |
| 963 | assert(i == area); |
| 964 | |
| 965 | for (y = 0; y < state->h; y++) |
| 966 | for (x = 0; x < state->w; x++) |
| 967 | vedge(state,x,y) = hedge(state,x,y) = 0; |
| 968 | |
| 969 | return state; |
| 970 | } |
| 971 | |
| 972 | static game_state *dup_game(game_state *state) |
| 973 | { |
| 974 | game_state *ret = snew(game_state); |
| 975 | |
| 976 | ret->w = state->w; |
| 977 | ret->h = state->h; |
| 978 | |
| 979 | ret->vedge = snewn(state->w * state->h, unsigned char); |
| 980 | ret->hedge = snewn(state->w * state->h, unsigned char); |
| 981 | ret->grid = snewn(state->w * state->h, int); |
| 982 | |
| 983 | ret->completed = state->completed; |
| 984 | |
| 985 | memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); |
| 986 | memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); |
| 987 | memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); |
| 988 | |
| 989 | return ret; |
| 990 | } |
| 991 | |
| 992 | static void free_game(game_state *state) |
| 993 | { |
| 994 | sfree(state->grid); |
| 995 | sfree(state->vedge); |
| 996 | sfree(state->hedge); |
| 997 | sfree(state); |
| 998 | } |
| 999 | |
| 1000 | static unsigned char *get_correct(game_state *state) |
| 1001 | { |
| 1002 | unsigned char *ret; |
| 1003 | int x, y; |
| 1004 | |
| 1005 | ret = snewn(state->w * state->h, unsigned char); |
| 1006 | memset(ret, 0xFF, state->w * state->h); |
| 1007 | |
| 1008 | for (x = 0; x < state->w; x++) |
| 1009 | for (y = 0; y < state->h; y++) |
| 1010 | if (index(state,ret,x,y) == 0xFF) { |
| 1011 | int rw, rh; |
| 1012 | int xx, yy; |
| 1013 | int num, area, valid; |
| 1014 | |
| 1015 | /* |
| 1016 | * Find a rectangle starting at this point. |
| 1017 | */ |
| 1018 | rw = 1; |
| 1019 | while (x+rw < state->w && !vedge(state,x+rw,y)) |
| 1020 | rw++; |
| 1021 | rh = 1; |
| 1022 | while (y+rh < state->h && !hedge(state,x,y+rh)) |
| 1023 | rh++; |
| 1024 | |
| 1025 | /* |
| 1026 | * We know what the dimensions of the rectangle |
| 1027 | * should be if it's there at all. Find out if we |
| 1028 | * really have a valid rectangle. |
| 1029 | */ |
| 1030 | valid = TRUE; |
| 1031 | /* Check the horizontal edges. */ |
| 1032 | for (xx = x; xx < x+rw; xx++) { |
| 1033 | for (yy = y; yy <= y+rh; yy++) { |
| 1034 | int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); |
| 1035 | int ec = (yy == y || yy == y+rh); |
| 1036 | if (e != ec) |
| 1037 | valid = FALSE; |
| 1038 | } |
| 1039 | } |
| 1040 | /* Check the vertical edges. */ |
| 1041 | for (yy = y; yy < y+rh; yy++) { |
| 1042 | for (xx = x; xx <= x+rw; xx++) { |
| 1043 | int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); |
| 1044 | int ec = (xx == x || xx == x+rw); |
| 1045 | if (e != ec) |
| 1046 | valid = FALSE; |
| 1047 | } |
| 1048 | } |
| 1049 | |
| 1050 | /* |
| 1051 | * If this is not a valid rectangle with no other |
| 1052 | * edges inside it, we just mark this square as not |
| 1053 | * complete and proceed to the next square. |
| 1054 | */ |
| 1055 | if (!valid) { |
| 1056 | index(state, ret, x, y) = 0; |
| 1057 | continue; |
| 1058 | } |
| 1059 | |
| 1060 | /* |
| 1061 | * We have a rectangle. Now see what its area is, |
| 1062 | * and how many numbers are in it. |
| 1063 | */ |
| 1064 | num = 0; |
| 1065 | area = 0; |
| 1066 | for (xx = x; xx < x+rw; xx++) { |
| 1067 | for (yy = y; yy < y+rh; yy++) { |
| 1068 | area++; |
| 1069 | if (grid(state,xx,yy)) { |
| 1070 | if (num > 0) |
| 1071 | valid = FALSE; /* two numbers */ |
| 1072 | num = grid(state,xx,yy); |
| 1073 | } |
| 1074 | } |
| 1075 | } |
| 1076 | if (num != area) |
| 1077 | valid = FALSE; |
| 1078 | |
| 1079 | /* |
| 1080 | * Now fill in the whole rectangle based on the |
| 1081 | * value of `valid'. |
| 1082 | */ |
| 1083 | for (xx = x; xx < x+rw; xx++) { |
| 1084 | for (yy = y; yy < y+rh; yy++) { |
| 1085 | index(state, ret, xx, yy) = valid; |
| 1086 | } |
| 1087 | } |
| 1088 | } |
| 1089 | |
| 1090 | return ret; |
| 1091 | } |
| 1092 | |
| 1093 | struct game_ui { |
| 1094 | /* |
| 1095 | * These coordinates are 2 times the obvious grid coordinates. |
| 1096 | * Hence, the top left of the grid is (0,0), the grid point to |
| 1097 | * the right of that is (2,0), the one _below that_ is (2,2) |
| 1098 | * and so on. This is so that we can specify a drag start point |
| 1099 | * on an edge (one odd coordinate) or in the middle of a square |
| 1100 | * (two odd coordinates) rather than always at a corner. |
| 1101 | * |
| 1102 | * -1,-1 means no drag is in progress. |
| 1103 | */ |
| 1104 | int drag_start_x; |
| 1105 | int drag_start_y; |
| 1106 | int drag_end_x; |
| 1107 | int drag_end_y; |
| 1108 | /* |
| 1109 | * This flag is set as soon as a dragging action moves the |
| 1110 | * mouse pointer away from its starting point, so that even if |
| 1111 | * the pointer _returns_ to its starting point the action is |
| 1112 | * treated as a small drag rather than a click. |
| 1113 | */ |
| 1114 | int dragged; |
| 1115 | }; |
| 1116 | |
| 1117 | static game_ui *new_ui(game_state *state) |
| 1118 | { |
| 1119 | game_ui *ui = snew(game_ui); |
| 1120 | ui->drag_start_x = -1; |
| 1121 | ui->drag_start_y = -1; |
| 1122 | ui->drag_end_x = -1; |
| 1123 | ui->drag_end_y = -1; |
| 1124 | ui->dragged = FALSE; |
| 1125 | return ui; |
| 1126 | } |
| 1127 | |
| 1128 | static void free_ui(game_ui *ui) |
| 1129 | { |
| 1130 | sfree(ui); |
| 1131 | } |
| 1132 | |
| 1133 | static void coord_round(float x, float y, int *xr, int *yr) |
| 1134 | { |
| 1135 | float xs, ys, xv, yv, dx, dy, dist; |
| 1136 | |
| 1137 | /* |
| 1138 | * Find the nearest square-centre. |
| 1139 | */ |
| 1140 | xs = (float)floor(x) + 0.5F; |
| 1141 | ys = (float)floor(y) + 0.5F; |
| 1142 | |
| 1143 | /* |
| 1144 | * And find the nearest grid vertex. |
| 1145 | */ |
| 1146 | xv = (float)floor(x + 0.5F); |
| 1147 | yv = (float)floor(y + 0.5F); |
| 1148 | |
| 1149 | /* |
| 1150 | * We allocate clicks in parts of the grid square to either |
| 1151 | * corners, edges or square centres, as follows: |
| 1152 | * |
| 1153 | * +--+--------+--+ |
| 1154 | * | | | | |
| 1155 | * +--+ +--+ |
| 1156 | * | `. ,' | |
| 1157 | * | +--+ | |
| 1158 | * | | | | |
| 1159 | * | +--+ | |
| 1160 | * | ,' `. | |
| 1161 | * +--+ +--+ |
| 1162 | * | | | | |
| 1163 | * +--+--------+--+ |
| 1164 | * |
| 1165 | * (Not to scale!) |
| 1166 | * |
| 1167 | * In other words: we measure the square distance (i.e. |
| 1168 | * max(dx,dy)) from the click to the nearest corner, and if |
| 1169 | * it's within CORNER_TOLERANCE then we return a corner click. |
| 1170 | * We measure the square distance from the click to the nearest |
| 1171 | * centre, and if that's within CENTRE_TOLERANCE we return a |
| 1172 | * centre click. Failing that, we find which of the two edge |
| 1173 | * centres is nearer to the click and return that edge. |
| 1174 | */ |
| 1175 | |
| 1176 | /* |
| 1177 | * Check for corner click. |
| 1178 | */ |
| 1179 | dx = (float)fabs(x - xv); |
| 1180 | dy = (float)fabs(y - yv); |
| 1181 | dist = (dx > dy ? dx : dy); |
| 1182 | if (dist < CORNER_TOLERANCE) { |
| 1183 | *xr = 2 * (int)xv; |
| 1184 | *yr = 2 * (int)yv; |
| 1185 | } else { |
| 1186 | /* |
| 1187 | * Check for centre click. |
| 1188 | */ |
| 1189 | dx = (float)fabs(x - xs); |
| 1190 | dy = (float)fabs(y - ys); |
| 1191 | dist = (dx > dy ? dx : dy); |
| 1192 | if (dist < CENTRE_TOLERANCE) { |
| 1193 | *xr = 1 + 2 * (int)xs; |
| 1194 | *yr = 1 + 2 * (int)ys; |
| 1195 | } else { |
| 1196 | /* |
| 1197 | * Failing both of those, see which edge we're closer to. |
| 1198 | * Conveniently, this is simply done by testing the relative |
| 1199 | * magnitude of dx and dy (which are currently distances from |
| 1200 | * the square centre). |
| 1201 | */ |
| 1202 | if (dx > dy) { |
| 1203 | /* Vertical edge: x-coord of corner, |
| 1204 | * y-coord of square centre. */ |
| 1205 | *xr = 2 * (int)xv; |
| 1206 | *yr = 1 + 2 * (int)ys; |
| 1207 | } else { |
| 1208 | /* Horizontal edge: x-coord of square centre, |
| 1209 | * y-coord of corner. */ |
| 1210 | *xr = 1 + 2 * (int)xs; |
| 1211 | *yr = 2 * (int)yv; |
| 1212 | } |
| 1213 | } |
| 1214 | } |
| 1215 | } |
| 1216 | |
| 1217 | static void ui_draw_rect(game_state *state, game_ui *ui, |
| 1218 | unsigned char *hedge, unsigned char *vedge, int c) |
| 1219 | { |
| 1220 | int x1, x2, y1, y2, x, y, t; |
| 1221 | |
| 1222 | x1 = ui->drag_start_x; |
| 1223 | x2 = ui->drag_end_x; |
| 1224 | if (x2 < x1) { t = x1; x1 = x2; x2 = t; } |
| 1225 | |
| 1226 | y1 = ui->drag_start_y; |
| 1227 | y2 = ui->drag_end_y; |
| 1228 | if (y2 < y1) { t = y1; y1 = y2; y2 = t; } |
| 1229 | |
| 1230 | x1 = x1 / 2; /* rounds down */ |
| 1231 | x2 = (x2+1) / 2; /* rounds up */ |
| 1232 | y1 = y1 / 2; /* rounds down */ |
| 1233 | y2 = (y2+1) / 2; /* rounds up */ |
| 1234 | |
| 1235 | /* |
| 1236 | * Draw horizontal edges of rectangles. |
| 1237 | */ |
| 1238 | for (x = x1; x < x2; x++) |
| 1239 | for (y = y1; y <= y2; y++) |
| 1240 | if (HRANGE(state,x,y)) { |
| 1241 | int val = index(state,hedge,x,y); |
| 1242 | if (y == y1 || y == y2) |
| 1243 | val = c; |
| 1244 | else if (c == 1) |
| 1245 | val = 0; |
| 1246 | index(state,hedge,x,y) = val; |
| 1247 | } |
| 1248 | |
| 1249 | /* |
| 1250 | * Draw vertical edges of rectangles. |
| 1251 | */ |
| 1252 | for (y = y1; y < y2; y++) |
| 1253 | for (x = x1; x <= x2; x++) |
| 1254 | if (VRANGE(state,x,y)) { |
| 1255 | int val = index(state,vedge,x,y); |
| 1256 | if (x == x1 || x == x2) |
| 1257 | val = c; |
| 1258 | else if (c == 1) |
| 1259 | val = 0; |
| 1260 | index(state,vedge,x,y) = val; |
| 1261 | } |
| 1262 | } |
| 1263 | |
| 1264 | static game_state *make_move(game_state *from, game_ui *ui, |
| 1265 | int x, int y, int button) |
| 1266 | { |
| 1267 | int xc, yc; |
| 1268 | int startdrag = FALSE, enddrag = FALSE, active = FALSE; |
| 1269 | game_state *ret; |
| 1270 | |
| 1271 | if (button == LEFT_BUTTON) { |
| 1272 | startdrag = TRUE; |
| 1273 | } else if (button == LEFT_RELEASE) { |
| 1274 | enddrag = TRUE; |
| 1275 | } else if (button != LEFT_DRAG) { |
| 1276 | return NULL; |
| 1277 | } |
| 1278 | |
| 1279 | coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc); |
| 1280 | |
| 1281 | if (startdrag) { |
| 1282 | ui->drag_start_x = xc; |
| 1283 | ui->drag_start_y = yc; |
| 1284 | ui->drag_end_x = xc; |
| 1285 | ui->drag_end_y = yc; |
| 1286 | ui->dragged = FALSE; |
| 1287 | active = TRUE; |
| 1288 | } |
| 1289 | |
| 1290 | if (xc != ui->drag_end_x || yc != ui->drag_end_y) { |
| 1291 | ui->drag_end_x = xc; |
| 1292 | ui->drag_end_y = yc; |
| 1293 | ui->dragged = TRUE; |
| 1294 | active = TRUE; |
| 1295 | } |
| 1296 | |
| 1297 | ret = NULL; |
| 1298 | |
| 1299 | if (enddrag) { |
| 1300 | if (xc >= 0 && xc <= 2*from->w && |
| 1301 | yc >= 0 && yc <= 2*from->h) { |
| 1302 | ret = dup_game(from); |
| 1303 | |
| 1304 | if (ui->dragged) { |
| 1305 | ui_draw_rect(ret, ui, ret->hedge, ret->vedge, 1); |
| 1306 | } else { |
| 1307 | if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) { |
| 1308 | hedge(ret,xc/2,yc/2) = !hedge(ret,xc/2,yc/2); |
| 1309 | } |
| 1310 | if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) { |
| 1311 | vedge(ret,xc/2,yc/2) = !vedge(ret,xc/2,yc/2); |
| 1312 | } |
| 1313 | } |
| 1314 | |
| 1315 | if (!memcmp(ret->hedge, from->hedge, from->w*from->h) && |
| 1316 | !memcmp(ret->vedge, from->vedge, from->w*from->h)) { |
| 1317 | free_game(ret); |
| 1318 | ret = NULL; |
| 1319 | } |
| 1320 | |
| 1321 | /* |
| 1322 | * We've made a real change to the grid. Check to see |
| 1323 | * if the game has been completed. |
| 1324 | */ |
| 1325 | if (ret && !ret->completed) { |
| 1326 | int x, y, ok; |
| 1327 | unsigned char *correct = get_correct(ret); |
| 1328 | |
| 1329 | ok = TRUE; |
| 1330 | for (x = 0; x < ret->w; x++) |
| 1331 | for (y = 0; y < ret->h; y++) |
| 1332 | if (!index(ret, correct, x, y)) |
| 1333 | ok = FALSE; |
| 1334 | |
| 1335 | sfree(correct); |
| 1336 | |
| 1337 | if (ok) |
| 1338 | ret->completed = TRUE; |
| 1339 | } |
| 1340 | } |
| 1341 | |
| 1342 | ui->drag_start_x = -1; |
| 1343 | ui->drag_start_y = -1; |
| 1344 | ui->drag_end_x = -1; |
| 1345 | ui->drag_end_y = -1; |
| 1346 | ui->dragged = FALSE; |
| 1347 | active = TRUE; |
| 1348 | } |
| 1349 | |
| 1350 | if (ret) |
| 1351 | return ret; /* a move has been made */ |
| 1352 | else if (active) |
| 1353 | return from; /* UI activity has occurred */ |
| 1354 | else |
| 1355 | return NULL; |
| 1356 | } |
| 1357 | |
| 1358 | /* ---------------------------------------------------------------------- |
| 1359 | * Drawing routines. |
| 1360 | */ |
| 1361 | |
| 1362 | #define CORRECT 65536 |
| 1363 | |
| 1364 | #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) |
| 1365 | #define MAX(x,y) ( (x)>(y) ? (x) : (y) ) |
| 1366 | #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) ) |
| 1367 | |
| 1368 | struct game_drawstate { |
| 1369 | int started; |
| 1370 | int w, h; |
| 1371 | unsigned int *visible; |
| 1372 | }; |
| 1373 | |
| 1374 | static void game_size(game_params *params, int *x, int *y) |
| 1375 | { |
| 1376 | *x = params->w * TILE_SIZE + 2*BORDER + 1; |
| 1377 | *y = params->h * TILE_SIZE + 2*BORDER + 1; |
| 1378 | } |
| 1379 | |
| 1380 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
| 1381 | { |
| 1382 | float *ret = snewn(3 * NCOLOURS, float); |
| 1383 | |
| 1384 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 1385 | |
| 1386 | ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
| 1387 | ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
| 1388 | ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
| 1389 | |
| 1390 | ret[COL_DRAG * 3 + 0] = 1.0F; |
| 1391 | ret[COL_DRAG * 3 + 1] = 0.0F; |
| 1392 | ret[COL_DRAG * 3 + 2] = 0.0F; |
| 1393 | |
| 1394 | ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
| 1395 | ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
| 1396 | ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
| 1397 | |
| 1398 | ret[COL_LINE * 3 + 0] = 0.0F; |
| 1399 | ret[COL_LINE * 3 + 1] = 0.0F; |
| 1400 | ret[COL_LINE * 3 + 2] = 0.0F; |
| 1401 | |
| 1402 | ret[COL_TEXT * 3 + 0] = 0.0F; |
| 1403 | ret[COL_TEXT * 3 + 1] = 0.0F; |
| 1404 | ret[COL_TEXT * 3 + 2] = 0.0F; |
| 1405 | |
| 1406 | *ncolours = NCOLOURS; |
| 1407 | return ret; |
| 1408 | } |
| 1409 | |
| 1410 | static game_drawstate *game_new_drawstate(game_state *state) |
| 1411 | { |
| 1412 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 1413 | int i; |
| 1414 | |
| 1415 | ds->started = FALSE; |
| 1416 | ds->w = state->w; |
| 1417 | ds->h = state->h; |
| 1418 | ds->visible = snewn(ds->w * ds->h, unsigned int); |
| 1419 | for (i = 0; i < ds->w * ds->h; i++) |
| 1420 | ds->visible[i] = 0xFFFF; |
| 1421 | |
| 1422 | return ds; |
| 1423 | } |
| 1424 | |
| 1425 | static void game_free_drawstate(game_drawstate *ds) |
| 1426 | { |
| 1427 | sfree(ds->visible); |
| 1428 | sfree(ds); |
| 1429 | } |
| 1430 | |
| 1431 | static void draw_tile(frontend *fe, game_state *state, int x, int y, |
| 1432 | unsigned char *hedge, unsigned char *vedge, |
| 1433 | unsigned char *corners, int correct) |
| 1434 | { |
| 1435 | int cx = COORD(x), cy = COORD(y); |
| 1436 | char str[80]; |
| 1437 | |
| 1438 | draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); |
| 1439 | draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, |
| 1440 | correct ? COL_CORRECT : COL_BACKGROUND); |
| 1441 | |
| 1442 | if (grid(state,x,y)) { |
| 1443 | sprintf(str, "%d", grid(state,x,y)); |
| 1444 | draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, |
| 1445 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); |
| 1446 | } |
| 1447 | |
| 1448 | /* |
| 1449 | * Draw edges. |
| 1450 | */ |
| 1451 | if (!HRANGE(state,x,y) || index(state,hedge,x,y)) |
| 1452 | draw_rect(fe, cx, cy, TILE_SIZE+1, 2, |
| 1453 | HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) : |
| 1454 | COL_LINE); |
| 1455 | if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1)) |
| 1456 | draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, |
| 1457 | HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) : |
| 1458 | COL_LINE); |
| 1459 | if (!VRANGE(state,x,y) || index(state,vedge,x,y)) |
| 1460 | draw_rect(fe, cx, cy, 2, TILE_SIZE+1, |
| 1461 | VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) : |
| 1462 | COL_LINE); |
| 1463 | if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y)) |
| 1464 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, |
| 1465 | VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) : |
| 1466 | COL_LINE); |
| 1467 | |
| 1468 | /* |
| 1469 | * Draw corners. |
| 1470 | */ |
| 1471 | if (index(state,corners,x,y)) |
| 1472 | draw_rect(fe, cx, cy, 2, 2, |
| 1473 | COLOUR(index(state,corners,x,y))); |
| 1474 | if (x+1 < state->w && index(state,corners,x+1,y)) |
| 1475 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, |
| 1476 | COLOUR(index(state,corners,x+1,y))); |
| 1477 | if (y+1 < state->h && index(state,corners,x,y+1)) |
| 1478 | draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, |
| 1479 | COLOUR(index(state,corners,x,y+1))); |
| 1480 | if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1)) |
| 1481 | draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, |
| 1482 | COLOUR(index(state,corners,x+1,y+1))); |
| 1483 | |
| 1484 | draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); |
| 1485 | } |
| 1486 | |
| 1487 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
| 1488 | game_state *state, int dir, game_ui *ui, |
| 1489 | float animtime, float flashtime) |
| 1490 | { |
| 1491 | int x, y; |
| 1492 | unsigned char *correct; |
| 1493 | unsigned char *hedge, *vedge, *corners; |
| 1494 | |
| 1495 | correct = get_correct(state); |
| 1496 | |
| 1497 | if (ui->dragged) { |
| 1498 | hedge = snewn(state->w*state->h, unsigned char); |
| 1499 | vedge = snewn(state->w*state->h, unsigned char); |
| 1500 | memcpy(hedge, state->hedge, state->w*state->h); |
| 1501 | memcpy(vedge, state->vedge, state->w*state->h); |
| 1502 | ui_draw_rect(state, ui, hedge, vedge, 2); |
| 1503 | } else { |
| 1504 | hedge = state->hedge; |
| 1505 | vedge = state->vedge; |
| 1506 | } |
| 1507 | |
| 1508 | corners = snewn(state->w * state->h, unsigned char); |
| 1509 | memset(corners, 0, state->w * state->h); |
| 1510 | for (x = 0; x < state->w; x++) |
| 1511 | for (y = 0; y < state->h; y++) { |
| 1512 | if (x > 0) { |
| 1513 | int e = index(state, vedge, x, y); |
| 1514 | if (index(state,corners,x,y) < e) |
| 1515 | index(state,corners,x,y) = e; |
| 1516 | if (y+1 < state->h && |
| 1517 | index(state,corners,x,y+1) < e) |
| 1518 | index(state,corners,x,y+1) = e; |
| 1519 | } |
| 1520 | if (y > 0) { |
| 1521 | int e = index(state, hedge, x, y); |
| 1522 | if (index(state,corners,x,y) < e) |
| 1523 | index(state,corners,x,y) = e; |
| 1524 | if (x+1 < state->w && |
| 1525 | index(state,corners,x+1,y) < e) |
| 1526 | index(state,corners,x+1,y) = e; |
| 1527 | } |
| 1528 | } |
| 1529 | |
| 1530 | if (!ds->started) { |
| 1531 | draw_rect(fe, 0, 0, |
| 1532 | state->w * TILE_SIZE + 2*BORDER + 1, |
| 1533 | state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND); |
| 1534 | draw_rect(fe, COORD(0)-1, COORD(0)-1, |
| 1535 | ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); |
| 1536 | ds->started = TRUE; |
| 1537 | draw_update(fe, 0, 0, |
| 1538 | state->w * TILE_SIZE + 2*BORDER + 1, |
| 1539 | state->h * TILE_SIZE + 2*BORDER + 1); |
| 1540 | } |
| 1541 | |
| 1542 | for (x = 0; x < state->w; x++) |
| 1543 | for (y = 0; y < state->h; y++) { |
| 1544 | unsigned int c = 0; |
| 1545 | |
| 1546 | if (HRANGE(state,x,y)) |
| 1547 | c |= index(state,hedge,x,y); |
| 1548 | if (HRANGE(state,x,y+1)) |
| 1549 | c |= index(state,hedge,x,y+1) << 2; |
| 1550 | if (VRANGE(state,x,y)) |
| 1551 | c |= index(state,vedge,x,y) << 4; |
| 1552 | if (VRANGE(state,x+1,y)) |
| 1553 | c |= index(state,vedge,x+1,y) << 6; |
| 1554 | c |= index(state,corners,x,y) << 8; |
| 1555 | if (x+1 < state->w) |
| 1556 | c |= index(state,corners,x+1,y) << 10; |
| 1557 | if (y+1 < state->h) |
| 1558 | c |= index(state,corners,x,y+1) << 12; |
| 1559 | if (x+1 < state->w && y+1 < state->h) |
| 1560 | c |= index(state,corners,x+1,y+1) << 14; |
| 1561 | if (index(state, correct, x, y) && !flashtime) |
| 1562 | c |= CORRECT; |
| 1563 | |
| 1564 | if (index(ds,ds->visible,x,y) != c) { |
| 1565 | draw_tile(fe, state, x, y, hedge, vedge, corners, c & CORRECT); |
| 1566 | index(ds,ds->visible,x,y) = c; |
| 1567 | } |
| 1568 | } |
| 1569 | |
| 1570 | if (hedge != state->hedge) { |
| 1571 | sfree(hedge); |
| 1572 | sfree(vedge); |
| 1573 | } |
| 1574 | |
| 1575 | sfree(corners); |
| 1576 | sfree(correct); |
| 1577 | } |
| 1578 | |
| 1579 | static float game_anim_length(game_state *oldstate, |
| 1580 | game_state *newstate, int dir) |
| 1581 | { |
| 1582 | return 0.0F; |
| 1583 | } |
| 1584 | |
| 1585 | static float game_flash_length(game_state *oldstate, |
| 1586 | game_state *newstate, int dir) |
| 1587 | { |
| 1588 | if (!oldstate->completed && newstate->completed) |
| 1589 | return FLASH_TIME; |
| 1590 | return 0.0F; |
| 1591 | } |
| 1592 | |
| 1593 | static int game_wants_statusbar(void) |
| 1594 | { |
| 1595 | return FALSE; |
| 1596 | } |
| 1597 | |
| 1598 | #ifdef COMBINED |
| 1599 | #define thegame rect |
| 1600 | #endif |
| 1601 | |
| 1602 | const struct game thegame = { |
| 1603 | "Rectangles", "games.rectangles", TRUE, |
| 1604 | default_params, |
| 1605 | game_fetch_preset, |
| 1606 | decode_params, |
| 1607 | encode_params, |
| 1608 | free_params, |
| 1609 | dup_params, |
| 1610 | game_configure, |
| 1611 | custom_params, |
| 1612 | validate_params, |
| 1613 | new_game_seed, |
| 1614 | validate_seed, |
| 1615 | new_game, |
| 1616 | dup_game, |
| 1617 | free_game, |
| 1618 | new_ui, |
| 1619 | free_ui, |
| 1620 | make_move, |
| 1621 | game_size, |
| 1622 | game_colours, |
| 1623 | game_new_drawstate, |
| 1624 | game_free_drawstate, |
| 1625 | game_redraw, |
| 1626 | game_anim_length, |
| 1627 | game_flash_length, |
| 1628 | game_wants_statusbar, |
| 1629 | }; |