| 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 <math.h> |
| 38 | |
| 39 | #include "puzzles.h" |
| 40 | |
| 41 | const char *const game_name = "Rectangles"; |
| 42 | const int game_can_configure = TRUE; |
| 43 | |
| 44 | enum { |
| 45 | COL_BACKGROUND, |
| 46 | COL_CORRECT, |
| 47 | COL_LINE, |
| 48 | COL_TEXT, |
| 49 | COL_GRID, |
| 50 | NCOLOURS |
| 51 | }; |
| 52 | |
| 53 | struct game_params { |
| 54 | int w, h; |
| 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 COORD(x) ( (x) * TILE_SIZE + BORDER ) |
| 73 | #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) |
| 74 | |
| 75 | struct game_state { |
| 76 | int w, h; |
| 77 | int *grid; /* contains the numbers */ |
| 78 | unsigned char *vedge; /* (w+1) x h */ |
| 79 | unsigned char *hedge; /* w x (h+1) */ |
| 80 | }; |
| 81 | |
| 82 | game_params *default_params(void) |
| 83 | { |
| 84 | game_params *ret = snew(game_params); |
| 85 | |
| 86 | ret->w = ret->h = 7; |
| 87 | |
| 88 | return ret; |
| 89 | } |
| 90 | |
| 91 | int game_fetch_preset(int i, char **name, game_params **params) |
| 92 | { |
| 93 | game_params *ret; |
| 94 | int w, h; |
| 95 | char buf[80]; |
| 96 | |
| 97 | switch (i) { |
| 98 | case 0: w = 7, h = 7; break; |
| 99 | case 1: w = 11, h = 11; break; |
| 100 | case 2: w = 15, h = 15; break; |
| 101 | case 3: w = 19, h = 19; break; |
| 102 | default: return FALSE; |
| 103 | } |
| 104 | |
| 105 | sprintf(buf, "%dx%d", w, h); |
| 106 | *name = dupstr(buf); |
| 107 | *params = ret = snew(game_params); |
| 108 | ret->w = w; |
| 109 | ret->h = h; |
| 110 | return TRUE; |
| 111 | } |
| 112 | |
| 113 | void free_params(game_params *params) |
| 114 | { |
| 115 | sfree(params); |
| 116 | } |
| 117 | |
| 118 | game_params *dup_params(game_params *params) |
| 119 | { |
| 120 | game_params *ret = snew(game_params); |
| 121 | *ret = *params; /* structure copy */ |
| 122 | return ret; |
| 123 | } |
| 124 | |
| 125 | config_item *game_configure(game_params *params) |
| 126 | { |
| 127 | config_item *ret; |
| 128 | char buf[80]; |
| 129 | |
| 130 | ret = snewn(5, config_item); |
| 131 | |
| 132 | ret[0].name = "Width"; |
| 133 | ret[0].type = C_STRING; |
| 134 | sprintf(buf, "%d", params->w); |
| 135 | ret[0].sval = dupstr(buf); |
| 136 | ret[0].ival = 0; |
| 137 | |
| 138 | ret[1].name = "Height"; |
| 139 | ret[1].type = C_STRING; |
| 140 | sprintf(buf, "%d", params->h); |
| 141 | ret[1].sval = dupstr(buf); |
| 142 | ret[1].ival = 0; |
| 143 | |
| 144 | ret[2].name = NULL; |
| 145 | ret[2].type = C_END; |
| 146 | ret[2].sval = NULL; |
| 147 | ret[2].ival = 0; |
| 148 | |
| 149 | return ret; |
| 150 | } |
| 151 | |
| 152 | game_params *custom_params(config_item *cfg) |
| 153 | { |
| 154 | game_params *ret = snew(game_params); |
| 155 | |
| 156 | ret->w = atoi(cfg[0].sval); |
| 157 | ret->h = atoi(cfg[1].sval); |
| 158 | |
| 159 | return ret; |
| 160 | } |
| 161 | |
| 162 | char *validate_params(game_params *params) |
| 163 | { |
| 164 | if (params->w <= 0 && params->h <= 0) |
| 165 | return "Width and height must both be greater than zero"; |
| 166 | if (params->w * params->h < 4) |
| 167 | return "Total area must be at least 4"; |
| 168 | return NULL; |
| 169 | } |
| 170 | |
| 171 | struct rect { |
| 172 | int x, y; |
| 173 | int w, h; |
| 174 | }; |
| 175 | |
| 176 | struct rectlist { |
| 177 | struct rect *rects; |
| 178 | int n; |
| 179 | }; |
| 180 | |
| 181 | static struct rectlist *get_rectlist(game_params *params, int *grid) |
| 182 | { |
| 183 | int rw, rh; |
| 184 | int x, y; |
| 185 | int maxarea; |
| 186 | struct rect *rects = NULL; |
| 187 | int nrects = 0, rectsize = 0; |
| 188 | |
| 189 | /* |
| 190 | * Maximum rectangle area is 1/6 of total grid size. |
| 191 | */ |
| 192 | maxarea = params->w * params->h / 6; |
| 193 | |
| 194 | for (rw = 1; rw <= params->w; rw++) |
| 195 | for (rh = 1; rh <= params->h; rh++) { |
| 196 | if (rw * rh > maxarea) |
| 197 | continue; |
| 198 | if (rw * rh == 1) |
| 199 | continue; |
| 200 | for (x = 0; x <= params->w - rw; x++) |
| 201 | for (y = 0; y <= params->h - rh; y++) { |
| 202 | /* |
| 203 | * We have a candidate rectangle placement. See |
| 204 | * if it's unobstructed. |
| 205 | */ |
| 206 | int xx, yy; |
| 207 | int ok; |
| 208 | |
| 209 | ok = TRUE; |
| 210 | for (xx = x; xx < x+rw; xx++) |
| 211 | for (yy = y; yy < y+rh; yy++) |
| 212 | if (index(params, grid, xx, yy) >= 0) { |
| 213 | ok = FALSE; |
| 214 | goto break1; /* break both loops at once */ |
| 215 | } |
| 216 | break1: |
| 217 | |
| 218 | if (!ok) |
| 219 | continue; |
| 220 | |
| 221 | if (nrects >= rectsize) { |
| 222 | rectsize = nrects + 256; |
| 223 | rects = sresize(rects, rectsize, struct rect); |
| 224 | } |
| 225 | |
| 226 | rects[nrects].x = x; |
| 227 | rects[nrects].y = y; |
| 228 | rects[nrects].w = rw; |
| 229 | rects[nrects].h = rh; |
| 230 | nrects++; |
| 231 | } |
| 232 | } |
| 233 | |
| 234 | if (nrects > 0) { |
| 235 | struct rectlist *ret; |
| 236 | ret = snew(struct rectlist); |
| 237 | ret->rects = rects; |
| 238 | ret->n = nrects; |
| 239 | return ret; |
| 240 | } else { |
| 241 | assert(rects == NULL); /* hence no need to free */ |
| 242 | return NULL; |
| 243 | } |
| 244 | } |
| 245 | |
| 246 | static void free_rectlist(struct rectlist *list) |
| 247 | { |
| 248 | sfree(list->rects); |
| 249 | sfree(list); |
| 250 | } |
| 251 | |
| 252 | static void place_rect(game_params *params, int *grid, struct rect r) |
| 253 | { |
| 254 | int idx = INDEX(params, r.x, r.y); |
| 255 | int x, y; |
| 256 | |
| 257 | for (x = r.x; x < r.x+r.w; x++) |
| 258 | for (y = r.y; y < r.y+r.h; y++) { |
| 259 | index(params, grid, x, y) = idx; |
| 260 | } |
| 261 | #ifdef GENERATION_DIAGNOSTICS |
| 262 | printf(" placing rectangle at (%d,%d) size %d x %d\n", |
| 263 | r.x, r.y, r.w, r.h); |
| 264 | #endif |
| 265 | } |
| 266 | |
| 267 | static struct rect find_rect(game_params *params, int *grid, int x, int y) |
| 268 | { |
| 269 | int idx, w, h; |
| 270 | struct rect r; |
| 271 | |
| 272 | /* |
| 273 | * Find the top left of the rectangle. |
| 274 | */ |
| 275 | idx = index(params, grid, x, y); |
| 276 | |
| 277 | if (idx < 0) { |
| 278 | r.x = x; |
| 279 | r.y = y; |
| 280 | r.w = r.h = 1; |
| 281 | return r; /* 1x1 singleton here */ |
| 282 | } |
| 283 | |
| 284 | y = idx / params->w; |
| 285 | x = idx % params->w; |
| 286 | |
| 287 | /* |
| 288 | * Find the width and height of the rectangle. |
| 289 | */ |
| 290 | for (w = 1; |
| 291 | (x+w < params->w && index(params,grid,x+w,y)==idx); |
| 292 | w++); |
| 293 | for (h = 1; |
| 294 | (y+h < params->h && index(params,grid,x,y+h)==idx); |
| 295 | h++); |
| 296 | |
| 297 | r.x = x; |
| 298 | r.y = y; |
| 299 | r.w = w; |
| 300 | r.h = h; |
| 301 | |
| 302 | return r; |
| 303 | } |
| 304 | |
| 305 | #ifdef GENERATION_DIAGNOSTICS |
| 306 | static void display_grid(game_params *params, int *grid, int *numbers) |
| 307 | { |
| 308 | unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), |
| 309 | unsigned char); |
| 310 | memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); |
| 311 | int x, y; |
| 312 | int r = (params->w*2+3); |
| 313 | |
| 314 | for (x = 0; x < params->w; x++) |
| 315 | for (y = 0; y < params->h; y++) { |
| 316 | int i = index(params, grid, x, y); |
| 317 | if (x == 0 || index(params, grid, x-1, y) != i) |
| 318 | egrid[(2*y+2) * r + (2*x+1)] = 1; |
| 319 | if (x == params->w-1 || index(params, grid, x+1, y) != i) |
| 320 | egrid[(2*y+2) * r + (2*x+3)] = 1; |
| 321 | if (y == 0 || index(params, grid, x, y-1) != i) |
| 322 | egrid[(2*y+1) * r + (2*x+2)] = 1; |
| 323 | if (y == params->h-1 || index(params, grid, x, y+1) != i) |
| 324 | egrid[(2*y+3) * r + (2*x+2)] = 1; |
| 325 | } |
| 326 | |
| 327 | for (y = 1; y < 2*params->h+2; y++) { |
| 328 | for (x = 1; x < 2*params->w+2; x++) { |
| 329 | if (!((y|x)&1)) { |
| 330 | int k = index(params, numbers, x/2-1, y/2-1); |
| 331 | if (k) printf("%2d", k); else printf(" "); |
| 332 | } else if (!((y&x)&1)) { |
| 333 | int v = egrid[y*r+x]; |
| 334 | if ((y&1) && v) v = '-'; |
| 335 | if ((x&1) && v) v = '|'; |
| 336 | if (!v) v = ' '; |
| 337 | putchar(v); |
| 338 | if (!(x&1)) putchar(v); |
| 339 | } else { |
| 340 | int c, d = 0; |
| 341 | if (egrid[y*r+(x+1)]) d |= 1; |
| 342 | if (egrid[(y-1)*r+x]) d |= 2; |
| 343 | if (egrid[y*r+(x-1)]) d |= 4; |
| 344 | if (egrid[(y+1)*r+x]) d |= 8; |
| 345 | c = " ??+?-++?+|+++++"[d]; |
| 346 | putchar(c); |
| 347 | if (!(x&1)) putchar(c); |
| 348 | } |
| 349 | } |
| 350 | putchar('\n'); |
| 351 | } |
| 352 | |
| 353 | sfree(egrid); |
| 354 | } |
| 355 | #endif |
| 356 | |
| 357 | char *new_game_seed(game_params *params, random_state *rs) |
| 358 | { |
| 359 | int *grid, *numbers; |
| 360 | struct rectlist *list; |
| 361 | int x, y, run, i; |
| 362 | char *seed, *p; |
| 363 | |
| 364 | grid = snewn(params->w * params->h, int); |
| 365 | numbers = snewn(params->w * params->h, int); |
| 366 | |
| 367 | for (y = 0; y < params->h; y++) |
| 368 | for (x = 0; x < params->w; x++) { |
| 369 | index(params, grid, x, y) = -1; |
| 370 | index(params, numbers, x, y) = 0; |
| 371 | } |
| 372 | |
| 373 | list = get_rectlist(params, grid); |
| 374 | assert(list != NULL); |
| 375 | |
| 376 | /* |
| 377 | * Place rectangles until we can't any more. |
| 378 | */ |
| 379 | while (list->n > 0) { |
| 380 | int i, m; |
| 381 | struct rect r; |
| 382 | |
| 383 | /* |
| 384 | * Pick a random rectangle. |
| 385 | */ |
| 386 | i = random_upto(rs, list->n); |
| 387 | r = list->rects[i]; |
| 388 | |
| 389 | /* |
| 390 | * Place it. |
| 391 | */ |
| 392 | place_rect(params, grid, r); |
| 393 | |
| 394 | /* |
| 395 | * Winnow the list by removing any rectangles which |
| 396 | * overlap this one. |
| 397 | */ |
| 398 | m = 0; |
| 399 | for (i = 0; i < list->n; i++) { |
| 400 | struct rect s = list->rects[i]; |
| 401 | if (s.x+s.w <= r.x || r.x+r.w <= s.x || |
| 402 | s.y+s.h <= r.y || r.y+r.h <= s.y) |
| 403 | list->rects[m++] = s; |
| 404 | } |
| 405 | list->n = m; |
| 406 | } |
| 407 | |
| 408 | free_rectlist(list); |
| 409 | |
| 410 | /* |
| 411 | * Deal with singleton spaces remaining in the grid, one by |
| 412 | * one. |
| 413 | * |
| 414 | * We do this by making a local change to the layout. There are |
| 415 | * several possibilities: |
| 416 | * |
| 417 | * +-----+-----+ Here, we can remove the singleton by |
| 418 | * | | | extending the 1x2 rectangle below it |
| 419 | * +--+--+-----+ into a 1x3. |
| 420 | * | | | | |
| 421 | * | +--+ | |
| 422 | * | | | | |
| 423 | * | | | | |
| 424 | * | | | | |
| 425 | * +--+--+-----+ |
| 426 | * |
| 427 | * +--+--+--+ Here, that trick doesn't work: there's no |
| 428 | * | | | 1 x n rectangle with the singleton at one |
| 429 | * | | | end. Instead, we extend a 1 x n rectangle |
| 430 | * | | | _out_ from the singleton, shaving a layer |
| 431 | * +--+--+ | off the end of another rectangle. So if we |
| 432 | * | | | | extended up, we'd make our singleton part |
| 433 | * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2 |
| 434 | * | | | used to be; or we could extend right into |
| 435 | * +--+-----+ a 2x1, turning the 1x3 into a 1x2. |
| 436 | * |
| 437 | * +-----+--+ Here, we can't even do _that_, since any |
| 438 | * | | | direction we choose to extend the singleton |
| 439 | * +--+--+ | will produce a new singleton as a result of |
| 440 | * | | | | truncating one of the size-2 rectangles. |
| 441 | * | +--+--+ Fortunately, this case can _only_ occur when |
| 442 | * | | | a singleton is surrounded by four size-2s |
| 443 | * +--+-----+ in this fashion; so instead we can simply |
| 444 | * replace the whole section with a single 3x3. |
| 445 | */ |
| 446 | for (x = 0; x < params->w; x++) { |
| 447 | for (y = 0; y < params->h; y++) { |
| 448 | if (index(params, grid, x, y) < 0) { |
| 449 | int dirs[4], ndirs; |
| 450 | |
| 451 | #ifdef GENERATION_DIAGNOSTICS |
| 452 | display_grid(params, grid, numbers); |
| 453 | printf("singleton at %d,%d\n", x, y); |
| 454 | #endif |
| 455 | |
| 456 | /* |
| 457 | * Check in which directions we can feasibly extend |
| 458 | * the singleton. We can extend in a particular |
| 459 | * direction iff either: |
| 460 | * |
| 461 | * - the rectangle on that side of the singleton |
| 462 | * is not 2x1, and we are at one end of the edge |
| 463 | * of it we are touching |
| 464 | * |
| 465 | * - it is 2x1 but we are on its short side. |
| 466 | * |
| 467 | * FIXME: we could plausibly choose between these |
| 468 | * based on the sizes of the rectangles they would |
| 469 | * create? |
| 470 | */ |
| 471 | ndirs = 0; |
| 472 | if (x < params->w-1) { |
| 473 | struct rect r = find_rect(params, grid, x+1, y); |
| 474 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
| 475 | dirs[ndirs++] = 1; /* right */ |
| 476 | } |
| 477 | if (y > 0) { |
| 478 | struct rect r = find_rect(params, grid, x, y-1); |
| 479 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
| 480 | dirs[ndirs++] = 2; /* up */ |
| 481 | } |
| 482 | if (x > 0) { |
| 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++] = 4; /* left */ |
| 486 | } |
| 487 | if (y < params->h-1) { |
| 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++] = 8; /* down */ |
| 491 | } |
| 492 | |
| 493 | if (ndirs > 0) { |
| 494 | int which, dir; |
| 495 | struct rect r1, r2; |
| 496 | |
| 497 | which = random_upto(rs, ndirs); |
| 498 | dir = dirs[which]; |
| 499 | |
| 500 | switch (dir) { |
| 501 | case 1: /* right */ |
| 502 | assert(x < params->w+1); |
| 503 | #ifdef GENERATION_DIAGNOSTICS |
| 504 | printf("extending right\n"); |
| 505 | #endif |
| 506 | r1 = find_rect(params, grid, x+1, y); |
| 507 | r2.x = x; |
| 508 | r2.y = y; |
| 509 | r2.w = 1 + r1.w; |
| 510 | r2.h = 1; |
| 511 | if (r1.y == y) |
| 512 | r1.y++; |
| 513 | r1.h--; |
| 514 | break; |
| 515 | case 2: /* up */ |
| 516 | assert(y > 0); |
| 517 | #ifdef GENERATION_DIAGNOSTICS |
| 518 | printf("extending up\n"); |
| 519 | #endif |
| 520 | r1 = find_rect(params, grid, x, y-1); |
| 521 | r2.x = x; |
| 522 | r2.y = r1.y; |
| 523 | r2.w = 1; |
| 524 | r2.h = 1 + r1.h; |
| 525 | if (r1.x == x) |
| 526 | r1.x++; |
| 527 | r1.w--; |
| 528 | break; |
| 529 | case 4: /* left */ |
| 530 | assert(x > 0); |
| 531 | #ifdef GENERATION_DIAGNOSTICS |
| 532 | printf("extending left\n"); |
| 533 | #endif |
| 534 | r1 = find_rect(params, grid, x-1, y); |
| 535 | r2.x = r1.x; |
| 536 | r2.y = y; |
| 537 | r2.w = 1 + r1.w; |
| 538 | r2.h = 1; |
| 539 | if (r1.y == y) |
| 540 | r1.y++; |
| 541 | r1.h--; |
| 542 | break; |
| 543 | case 8: /* down */ |
| 544 | assert(y < params->h+1); |
| 545 | #ifdef GENERATION_DIAGNOSTICS |
| 546 | printf("extending down\n"); |
| 547 | #endif |
| 548 | r1 = find_rect(params, grid, x, y+1); |
| 549 | r2.x = x; |
| 550 | r2.y = y; |
| 551 | r2.w = 1; |
| 552 | r2.h = 1 + r1.h; |
| 553 | if (r1.x == x) |
| 554 | r1.x++; |
| 555 | r1.w--; |
| 556 | break; |
| 557 | } |
| 558 | if (r1.h > 0 && r1.w > 0) |
| 559 | place_rect(params, grid, r1); |
| 560 | place_rect(params, grid, r2); |
| 561 | } else { |
| 562 | #ifndef NDEBUG |
| 563 | /* |
| 564 | * Sanity-check that there really is a 3x3 |
| 565 | * rectangle surrounding this singleton and it |
| 566 | * contains absolutely everything we could |
| 567 | * possibly need. |
| 568 | */ |
| 569 | { |
| 570 | int xx, yy; |
| 571 | assert(x > 0 && x < params->w-1); |
| 572 | assert(y > 0 && y < params->h-1); |
| 573 | |
| 574 | for (xx = x-1; xx <= x+1; xx++) |
| 575 | for (yy = y-1; yy <= y+1; yy++) { |
| 576 | struct rect r = find_rect(params,grid,xx,yy); |
| 577 | assert(r.x >= x-1); |
| 578 | assert(r.y >= y-1); |
| 579 | assert(r.x+r.w-1 <= x+1); |
| 580 | assert(r.y+r.h-1 <= y+1); |
| 581 | } |
| 582 | } |
| 583 | #endif |
| 584 | |
| 585 | #ifdef GENERATION_DIAGNOSTICS |
| 586 | printf("need the 3x3 trick\n"); |
| 587 | #endif |
| 588 | |
| 589 | /* |
| 590 | * FIXME: If the maximum rectangle area for |
| 591 | * this grid is less than 9, we ought to |
| 592 | * subdivide the 3x3 in some fashion. There are |
| 593 | * five other possibilities: |
| 594 | * |
| 595 | * - a 6 and a 3 |
| 596 | * - a 4, a 3 and a 2 |
| 597 | * - three 3s |
| 598 | * - a 3 and three 2s (two different arrangements). |
| 599 | */ |
| 600 | |
| 601 | { |
| 602 | struct rect r; |
| 603 | r.x = x-1; |
| 604 | r.y = y-1; |
| 605 | r.w = r.h = 3; |
| 606 | place_rect(params, grid, r); |
| 607 | } |
| 608 | } |
| 609 | } |
| 610 | } |
| 611 | } |
| 612 | |
| 613 | /* |
| 614 | * Place numbers. |
| 615 | */ |
| 616 | for (x = 0; x < params->w; x++) { |
| 617 | for (y = 0; y < params->h; y++) { |
| 618 | int idx = INDEX(params, x, y); |
| 619 | if (index(params, grid, x, y) == idx) { |
| 620 | struct rect r = find_rect(params, grid, x, y); |
| 621 | int n, xx, yy; |
| 622 | |
| 623 | /* |
| 624 | * Decide where to put the number. |
| 625 | */ |
| 626 | n = random_upto(rs, r.w*r.h); |
| 627 | yy = n / r.w; |
| 628 | xx = n % r.w; |
| 629 | index(params,numbers,x+xx,y+yy) = r.w*r.h; |
| 630 | } |
| 631 | } |
| 632 | } |
| 633 | |
| 634 | #ifdef GENERATION_DIAGNOSTICS |
| 635 | display_grid(params, grid, numbers); |
| 636 | #endif |
| 637 | |
| 638 | seed = snewn(11 * params->w * params->h, char); |
| 639 | p = seed; |
| 640 | run = 0; |
| 641 | for (i = 0; i <= params->w * params->h; i++) { |
| 642 | int n = (i < params->w * params->h ? numbers[i] : -1); |
| 643 | |
| 644 | if (!n) |
| 645 | run++; |
| 646 | else { |
| 647 | if (run) { |
| 648 | while (run > 0) { |
| 649 | int c = 'a' - 1 + run; |
| 650 | if (run > 26) |
| 651 | c = 'z'; |
| 652 | *p++ = c; |
| 653 | run -= c - ('a' - 1); |
| 654 | } |
| 655 | } else { |
| 656 | *p++ = '_'; |
| 657 | } |
| 658 | if (n > 0) |
| 659 | p += sprintf(p, "%d", n); |
| 660 | run = 0; |
| 661 | } |
| 662 | } |
| 663 | *p = '\0'; |
| 664 | |
| 665 | sfree(grid); |
| 666 | sfree(numbers); |
| 667 | |
| 668 | return seed; |
| 669 | } |
| 670 | |
| 671 | char *validate_seed(game_params *params, char *seed) |
| 672 | { |
| 673 | int area = params->w * params->h; |
| 674 | int squares = 0; |
| 675 | |
| 676 | while (*seed) { |
| 677 | int n = *seed++; |
| 678 | if (n >= 'a' && n <= 'z') { |
| 679 | squares += n - 'a' + 1; |
| 680 | } else if (n == '_') { |
| 681 | /* do nothing */; |
| 682 | } else if (n > '0' && n <= '9') { |
| 683 | squares += atoi(seed-1); |
| 684 | while (*seed >= '0' && *seed <= '9') |
| 685 | seed++; |
| 686 | } else |
| 687 | return "Invalid character in game specification"; |
| 688 | } |
| 689 | |
| 690 | if (squares < area) |
| 691 | return "Not enough data to fill grid"; |
| 692 | |
| 693 | if (squares > area) |
| 694 | return "Too much data to fit in grid"; |
| 695 | |
| 696 | return NULL; |
| 697 | } |
| 698 | |
| 699 | game_state *new_game(game_params *params, char *seed) |
| 700 | { |
| 701 | game_state *state = snew(game_state); |
| 702 | int x, y, i, area; |
| 703 | |
| 704 | state->w = params->w; |
| 705 | state->h = params->h; |
| 706 | |
| 707 | area = state->w * state->h; |
| 708 | |
| 709 | state->grid = snewn(area, int); |
| 710 | state->vedge = snewn(area, unsigned char); |
| 711 | state->hedge = snewn(area, unsigned char); |
| 712 | |
| 713 | i = 0; |
| 714 | while (*seed) { |
| 715 | int n = *seed++; |
| 716 | if (n >= 'a' && n <= 'z') { |
| 717 | int run = n - 'a' + 1; |
| 718 | assert(i + run <= area); |
| 719 | while (run-- > 0) |
| 720 | state->grid[i++] = 0; |
| 721 | } else if (n == '_') { |
| 722 | /* do nothing */; |
| 723 | } else if (n > '0' && n <= '9') { |
| 724 | assert(i < area); |
| 725 | state->grid[i++] = atoi(seed-1); |
| 726 | while (*seed >= '0' && *seed <= '9') |
| 727 | seed++; |
| 728 | } else { |
| 729 | assert(!"We can't get here"); |
| 730 | } |
| 731 | } |
| 732 | assert(i == area); |
| 733 | |
| 734 | for (y = 0; y < state->h; y++) |
| 735 | for (x = 0; x < state->w; x++) |
| 736 | vedge(state,x,y) = hedge(state,x,y) = 0; |
| 737 | |
| 738 | return state; |
| 739 | } |
| 740 | |
| 741 | game_state *dup_game(game_state *state) |
| 742 | { |
| 743 | game_state *ret = snew(game_state); |
| 744 | |
| 745 | ret->w = state->w; |
| 746 | ret->h = state->h; |
| 747 | |
| 748 | ret->vedge = snewn(state->w * state->h, unsigned char); |
| 749 | ret->hedge = snewn(state->w * state->h, unsigned char); |
| 750 | ret->grid = snewn(state->w * state->h, int); |
| 751 | |
| 752 | memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); |
| 753 | memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); |
| 754 | memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); |
| 755 | |
| 756 | return ret; |
| 757 | } |
| 758 | |
| 759 | void free_game(game_state *state) |
| 760 | { |
| 761 | sfree(state->grid); |
| 762 | sfree(state->vedge); |
| 763 | sfree(state->hedge); |
| 764 | sfree(state); |
| 765 | } |
| 766 | |
| 767 | static unsigned char *get_correct(game_state *state) |
| 768 | { |
| 769 | unsigned char *ret; |
| 770 | int x, y; |
| 771 | |
| 772 | ret = snewn(state->w * state->h, unsigned char); |
| 773 | memset(ret, 0xFF, state->w * state->h); |
| 774 | |
| 775 | for (x = 0; x < state->w; x++) |
| 776 | for (y = 0; y < state->h; y++) |
| 777 | if (index(state,ret,x,y) == 0xFF) { |
| 778 | int rw, rh; |
| 779 | int xx, yy; |
| 780 | int num, area, valid; |
| 781 | |
| 782 | /* |
| 783 | * Find a rectangle starting at this point. |
| 784 | */ |
| 785 | rw = 1; |
| 786 | while (x+rw < state->w && !vedge(state,x+rw,y)) |
| 787 | rw++; |
| 788 | rh = 1; |
| 789 | while (y+rh < state->h && !hedge(state,x,y+rh)) |
| 790 | rh++; |
| 791 | |
| 792 | /* |
| 793 | * We know what the dimensions of the rectangle |
| 794 | * should be if it's there at all. Find out if we |
| 795 | * really have a valid rectangle. |
| 796 | */ |
| 797 | valid = TRUE; |
| 798 | /* Check the horizontal edges. */ |
| 799 | for (xx = x; xx < x+rw; xx++) { |
| 800 | for (yy = y; yy <= y+rh; yy++) { |
| 801 | int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); |
| 802 | int ec = (yy == y || yy == y+rh); |
| 803 | if (e != ec) |
| 804 | valid = FALSE; |
| 805 | } |
| 806 | } |
| 807 | /* Check the vertical edges. */ |
| 808 | for (yy = y; yy < y+rh; yy++) { |
| 809 | for (xx = x; xx <= x+rw; xx++) { |
| 810 | int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); |
| 811 | int ec = (xx == x || xx == x+rw); |
| 812 | if (e != ec) |
| 813 | valid = FALSE; |
| 814 | } |
| 815 | } |
| 816 | |
| 817 | /* |
| 818 | * If this is not a valid rectangle with no other |
| 819 | * edges inside it, we just mark this square as not |
| 820 | * complete and proceed to the next square. |
| 821 | */ |
| 822 | if (!valid) { |
| 823 | index(state, ret, x, y) = 0; |
| 824 | continue; |
| 825 | } |
| 826 | |
| 827 | /* |
| 828 | * We have a rectangle. Now see what its area is, |
| 829 | * and how many numbers are in it. |
| 830 | */ |
| 831 | num = 0; |
| 832 | area = 0; |
| 833 | for (xx = x; xx < x+rw; xx++) { |
| 834 | for (yy = y; yy < y+rh; yy++) { |
| 835 | area++; |
| 836 | if (grid(state,xx,yy)) { |
| 837 | if (num > 0) |
| 838 | valid = FALSE; /* two numbers */ |
| 839 | num = grid(state,xx,yy); |
| 840 | } |
| 841 | } |
| 842 | } |
| 843 | if (num != area) |
| 844 | valid = FALSE; |
| 845 | |
| 846 | /* |
| 847 | * Now fill in the whole rectangle based on the |
| 848 | * value of `valid'. |
| 849 | */ |
| 850 | for (xx = x; xx < x+rw; xx++) { |
| 851 | for (yy = y; yy < y+rh; yy++) { |
| 852 | index(state, ret, xx, yy) = valid; |
| 853 | } |
| 854 | } |
| 855 | } |
| 856 | |
| 857 | return ret; |
| 858 | } |
| 859 | |
| 860 | game_ui *new_ui(game_state *state) |
| 861 | { |
| 862 | return NULL; |
| 863 | } |
| 864 | |
| 865 | void free_ui(game_ui *ui) |
| 866 | { |
| 867 | } |
| 868 | |
| 869 | game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button) |
| 870 | { |
| 871 | float xf, yf, dx, dy; |
| 872 | int hxr, hyr, vxr, vyr; |
| 873 | game_state *ret; |
| 874 | |
| 875 | if (button != LEFT_BUTTON) |
| 876 | return NULL; |
| 877 | |
| 878 | xf = FROMCOORD(((float)x)); |
| 879 | yf = FROMCOORD(((float)y)); |
| 880 | |
| 881 | hxr = (int)xf; |
| 882 | hyr = (int)(yf + 0.5F); |
| 883 | |
| 884 | vxr = (int)(xf + 0.5F); |
| 885 | vyr = (int)yf; |
| 886 | |
| 887 | dx = fabs(xf - vxr); |
| 888 | dy = fabs(yf - hyr); |
| 889 | |
| 890 | if (dy < dx && HRANGE(from,hxr,hyr)) { |
| 891 | ret = dup_game(from); |
| 892 | hedge(ret,hxr,hyr) = !hedge(ret,hxr,hyr); |
| 893 | return ret; |
| 894 | } else if (dx < dy && VRANGE(from,vxr,vyr)) { |
| 895 | ret = dup_game(from); |
| 896 | vedge(ret,vxr,vyr) = !vedge(ret,vxr,vyr); |
| 897 | return ret; |
| 898 | } |
| 899 | |
| 900 | return NULL; |
| 901 | } |
| 902 | |
| 903 | /* ---------------------------------------------------------------------- |
| 904 | * Drawing routines. |
| 905 | */ |
| 906 | |
| 907 | #define L 1 |
| 908 | #define R 2 |
| 909 | #define U 4 |
| 910 | #define D 8 |
| 911 | #define CORRECT 16 |
| 912 | |
| 913 | struct game_drawstate { |
| 914 | int started; |
| 915 | int w, h; |
| 916 | unsigned char *visible; |
| 917 | }; |
| 918 | |
| 919 | void game_size(game_params *params, int *x, int *y) |
| 920 | { |
| 921 | *x = params->w * TILE_SIZE + 2*BORDER + 1; |
| 922 | *y = params->h * TILE_SIZE + 2*BORDER + 1; |
| 923 | } |
| 924 | |
| 925 | float *game_colours(frontend *fe, game_state *state, int *ncolours) |
| 926 | { |
| 927 | float *ret = snewn(3 * NCOLOURS, float); |
| 928 | |
| 929 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 930 | |
| 931 | ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
| 932 | ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
| 933 | ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
| 934 | |
| 935 | ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
| 936 | ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
| 937 | ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
| 938 | |
| 939 | ret[COL_LINE * 3 + 0] = 0.0F; |
| 940 | ret[COL_LINE * 3 + 1] = 0.0F; |
| 941 | ret[COL_LINE * 3 + 2] = 0.0F; |
| 942 | |
| 943 | ret[COL_TEXT * 3 + 0] = 0.0F; |
| 944 | ret[COL_TEXT * 3 + 1] = 0.0F; |
| 945 | ret[COL_TEXT * 3 + 2] = 0.0F; |
| 946 | |
| 947 | *ncolours = NCOLOURS; |
| 948 | return ret; |
| 949 | } |
| 950 | |
| 951 | game_drawstate *game_new_drawstate(game_state *state) |
| 952 | { |
| 953 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 954 | |
| 955 | ds->started = FALSE; |
| 956 | ds->w = state->w; |
| 957 | ds->h = state->h; |
| 958 | ds->visible = snewn(ds->w * ds->h, unsigned char); |
| 959 | memset(ds->visible, 0xFF, ds->w * ds->h); |
| 960 | |
| 961 | return ds; |
| 962 | } |
| 963 | |
| 964 | void game_free_drawstate(game_drawstate *ds) |
| 965 | { |
| 966 | sfree(ds->visible); |
| 967 | sfree(ds); |
| 968 | } |
| 969 | |
| 970 | void draw_tile(frontend *fe, game_state *state, int x, int y, int correct) |
| 971 | { |
| 972 | int cx = COORD(x), cy = COORD(y); |
| 973 | char str[80]; |
| 974 | |
| 975 | draw_rect(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); |
| 976 | draw_rect(fe, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, |
| 977 | correct ? COL_CORRECT : COL_BACKGROUND); |
| 978 | |
| 979 | if (grid(state,x,y)) { |
| 980 | sprintf(str, "%d", grid(state,x,y)); |
| 981 | draw_text(fe, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, |
| 982 | TILE_SIZE/3, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); |
| 983 | } |
| 984 | |
| 985 | /* |
| 986 | * Draw edges. |
| 987 | */ |
| 988 | if (!HRANGE(state,x,y) || hedge(state,x,y)) |
| 989 | draw_rect(fe, cx, cy, TILE_SIZE+1, 2, COL_LINE); |
| 990 | if (!HRANGE(state,x,y+1) || hedge(state,x,y+1)) |
| 991 | draw_rect(fe, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, COL_LINE); |
| 992 | if (!VRANGE(state,x,y) || vedge(state,x,y)) |
| 993 | draw_rect(fe, cx, cy, 2, TILE_SIZE+1, COL_LINE); |
| 994 | if (!VRANGE(state,x+1,y) || vedge(state,x+1,y)) |
| 995 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, COL_LINE); |
| 996 | |
| 997 | /* |
| 998 | * Draw corners. |
| 999 | */ |
| 1000 | if ((HRANGE(state,x-1,y) && hedge(state,x-1,y)) || |
| 1001 | (VRANGE(state,x,y-1) && vedge(state,x,y-1))) |
| 1002 | draw_rect(fe, cx, cy, 2, 2, COL_LINE); |
| 1003 | if ((HRANGE(state,x+1,y) && hedge(state,x+1,y)) || |
| 1004 | (VRANGE(state,x+1,y-1) && vedge(state,x+1,y-1))) |
| 1005 | draw_rect(fe, cx+TILE_SIZE-1, cy, 2, 2, COL_LINE); |
| 1006 | if ((HRANGE(state,x-1,y+1) && hedge(state,x-1,y+1)) || |
| 1007 | (VRANGE(state,x,y+1) && vedge(state,x,y+1))) |
| 1008 | draw_rect(fe, cx, cy+TILE_SIZE-1, 2, 2, COL_LINE); |
| 1009 | if ((HRANGE(state,x+1,y+1) && hedge(state,x+1,y+1)) || |
| 1010 | (VRANGE(state,x+1,y+1) && vedge(state,x+1,y+1))) |
| 1011 | draw_rect(fe, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, COL_LINE); |
| 1012 | |
| 1013 | draw_update(fe, cx, cy, TILE_SIZE+1, TILE_SIZE+1); |
| 1014 | } |
| 1015 | |
| 1016 | void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
| 1017 | game_state *state, game_ui *ui, |
| 1018 | float animtime, float flashtime) |
| 1019 | { |
| 1020 | int x, y; |
| 1021 | unsigned char *correct; |
| 1022 | |
| 1023 | correct = get_correct(state); |
| 1024 | |
| 1025 | if (!ds->started) { |
| 1026 | draw_rect(fe, COORD(0)-1, COORD(0)-1, |
| 1027 | ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); |
| 1028 | ds->started = TRUE; |
| 1029 | } |
| 1030 | |
| 1031 | for (x = 0; x < state->w; x++) |
| 1032 | for (y = 0; y < state->h; y++) { |
| 1033 | unsigned char c = 0; |
| 1034 | |
| 1035 | if (!HRANGE(state,x,y) || hedge(state,x,y)) |
| 1036 | c |= L; |
| 1037 | if (!HRANGE(state,x+1,y) || hedge(state,x+1,y)) |
| 1038 | c |= R; |
| 1039 | if (!VRANGE(state,x,y) || vedge(state,x,y)) |
| 1040 | c |= U; |
| 1041 | if (!VRANGE(state,x,y+1) || vedge(state,x,y+1)) |
| 1042 | c |= D; |
| 1043 | if (index(state, correct, x, y)) |
| 1044 | c |= CORRECT; |
| 1045 | |
| 1046 | if (index(ds,ds->visible,x,y) != c) { |
| 1047 | draw_tile(fe, state, x, y, c & CORRECT); |
| 1048 | //index(ds,ds->visible,x,y) = c; |
| 1049 | } |
| 1050 | } |
| 1051 | |
| 1052 | sfree(correct); |
| 1053 | } |
| 1054 | |
| 1055 | float game_anim_length(game_state *oldstate, game_state *newstate) |
| 1056 | { |
| 1057 | return 0.0F; |
| 1058 | } |
| 1059 | |
| 1060 | float game_flash_length(game_state *oldstate, game_state *newstate) |
| 1061 | { |
| 1062 | return 0.0F; |
| 1063 | } |
| 1064 | |
| 1065 | int game_wants_statusbar(void) |
| 1066 | { |
| 1067 | return FALSE; |
| 1068 | } |