| 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 singleton removal. |
| 13 | * + It would be nice to limit the size of the generated |
| 14 | * rectangles in accordance with existing constraints such as |
| 15 | * the maximum rectangle size and the one about not |
| 16 | * generating a rectangle the full width or height of the |
| 17 | * grid. |
| 18 | * + This could be achieved by making a less random choice |
| 19 | * about which of the available options to use. |
| 20 | * + Alternatively, we could create our rectangle and then |
| 21 | * split it up. |
| 22 | */ |
| 23 | |
| 24 | #include <stdio.h> |
| 25 | #include <stdlib.h> |
| 26 | #include <string.h> |
| 27 | #include <assert.h> |
| 28 | #include <ctype.h> |
| 29 | #include <math.h> |
| 30 | |
| 31 | #include "puzzles.h" |
| 32 | |
| 33 | enum { |
| 34 | COL_BACKGROUND, |
| 35 | COL_CORRECT, |
| 36 | COL_LINE, |
| 37 | COL_TEXT, |
| 38 | COL_GRID, |
| 39 | COL_DRAG, |
| 40 | NCOLOURS |
| 41 | }; |
| 42 | |
| 43 | struct game_params { |
| 44 | int w, h; |
| 45 | float expandfactor; |
| 46 | int unique; |
| 47 | }; |
| 48 | |
| 49 | #define INDEX(state, x, y) (((y) * (state)->w) + (x)) |
| 50 | #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ]) |
| 51 | #define grid(state,x,y) index(state, (state)->grid, x, y) |
| 52 | #define vedge(state,x,y) index(state, (state)->vedge, x, y) |
| 53 | #define hedge(state,x,y) index(state, (state)->hedge, x, y) |
| 54 | |
| 55 | #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \ |
| 56 | (y) >= dy && (y) < (state)->h ) |
| 57 | #define RANGE(state,x,y) CRANGE(state,x,y,0,0) |
| 58 | #define HRANGE(state,x,y) CRANGE(state,x,y,0,1) |
| 59 | #define VRANGE(state,x,y) CRANGE(state,x,y,1,0) |
| 60 | |
| 61 | #define PREFERRED_TILE_SIZE 24 |
| 62 | #define TILE_SIZE (ds->tilesize) |
| 63 | #ifdef SMALL_SCREEN |
| 64 | #define BORDER (2) |
| 65 | #else |
| 66 | #define BORDER (TILE_SIZE * 3 / 4) |
| 67 | #endif |
| 68 | |
| 69 | #define CORNER_TOLERANCE 0.15F |
| 70 | #define CENTRE_TOLERANCE 0.15F |
| 71 | |
| 72 | #define FLASH_TIME 0.13F |
| 73 | |
| 74 | #define COORD(x) ( (x) * TILE_SIZE + BORDER ) |
| 75 | #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE ) |
| 76 | |
| 77 | struct game_state { |
| 78 | int w, h; |
| 79 | int *grid; /* contains the numbers */ |
| 80 | unsigned char *vedge; /* (w+1) x h */ |
| 81 | unsigned char *hedge; /* w x (h+1) */ |
| 82 | int completed, cheated; |
| 83 | unsigned char *correct; |
| 84 | }; |
| 85 | |
| 86 | static game_params *default_params(void) |
| 87 | { |
| 88 | game_params *ret = snew(game_params); |
| 89 | |
| 90 | ret->w = ret->h = 7; |
| 91 | ret->expandfactor = 0.0F; |
| 92 | ret->unique = TRUE; |
| 93 | |
| 94 | return ret; |
| 95 | } |
| 96 | |
| 97 | static int game_fetch_preset(int i, char **name, game_params **params) |
| 98 | { |
| 99 | game_params *ret; |
| 100 | int w, h; |
| 101 | char buf[80]; |
| 102 | |
| 103 | switch (i) { |
| 104 | case 0: w = 7, h = 7; break; |
| 105 | case 1: w = 9, h = 9; break; |
| 106 | case 2: w = 11, h = 11; break; |
| 107 | case 3: w = 13, h = 13; break; |
| 108 | case 4: w = 15, h = 15; break; |
| 109 | #ifndef SMALL_SCREEN |
| 110 | case 5: w = 17, h = 17; break; |
| 111 | case 6: w = 19, h = 19; break; |
| 112 | #endif |
| 113 | default: return FALSE; |
| 114 | } |
| 115 | |
| 116 | sprintf(buf, "%dx%d", w, h); |
| 117 | *name = dupstr(buf); |
| 118 | *params = ret = snew(game_params); |
| 119 | ret->w = w; |
| 120 | ret->h = h; |
| 121 | ret->expandfactor = 0.0F; |
| 122 | ret->unique = TRUE; |
| 123 | return TRUE; |
| 124 | } |
| 125 | |
| 126 | static void free_params(game_params *params) |
| 127 | { |
| 128 | sfree(params); |
| 129 | } |
| 130 | |
| 131 | static game_params *dup_params(game_params *params) |
| 132 | { |
| 133 | game_params *ret = snew(game_params); |
| 134 | *ret = *params; /* structure copy */ |
| 135 | return ret; |
| 136 | } |
| 137 | |
| 138 | static void decode_params(game_params *ret, char const *string) |
| 139 | { |
| 140 | ret->w = ret->h = atoi(string); |
| 141 | while (*string && isdigit((unsigned char)*string)) string++; |
| 142 | if (*string == 'x') { |
| 143 | string++; |
| 144 | ret->h = atoi(string); |
| 145 | while (*string && isdigit((unsigned char)*string)) string++; |
| 146 | } |
| 147 | if (*string == 'e') { |
| 148 | string++; |
| 149 | ret->expandfactor = atof(string); |
| 150 | while (*string && |
| 151 | (*string == '.' || isdigit((unsigned char)*string))) string++; |
| 152 | } |
| 153 | if (*string == 'a') { |
| 154 | string++; |
| 155 | ret->unique = FALSE; |
| 156 | } |
| 157 | } |
| 158 | |
| 159 | static char *encode_params(game_params *params, int full) |
| 160 | { |
| 161 | char data[256]; |
| 162 | |
| 163 | sprintf(data, "%dx%d", params->w, params->h); |
| 164 | if (full && params->expandfactor) |
| 165 | sprintf(data + strlen(data), "e%g", params->expandfactor); |
| 166 | if (full && !params->unique) |
| 167 | strcat(data, "a"); |
| 168 | |
| 169 | return dupstr(data); |
| 170 | } |
| 171 | |
| 172 | static config_item *game_configure(game_params *params) |
| 173 | { |
| 174 | config_item *ret; |
| 175 | char buf[80]; |
| 176 | |
| 177 | ret = snewn(5, config_item); |
| 178 | |
| 179 | ret[0].name = "Width"; |
| 180 | ret[0].type = C_STRING; |
| 181 | sprintf(buf, "%d", params->w); |
| 182 | ret[0].sval = dupstr(buf); |
| 183 | ret[0].ival = 0; |
| 184 | |
| 185 | ret[1].name = "Height"; |
| 186 | ret[1].type = C_STRING; |
| 187 | sprintf(buf, "%d", params->h); |
| 188 | ret[1].sval = dupstr(buf); |
| 189 | ret[1].ival = 0; |
| 190 | |
| 191 | ret[2].name = "Expansion factor"; |
| 192 | ret[2].type = C_STRING; |
| 193 | sprintf(buf, "%g", params->expandfactor); |
| 194 | ret[2].sval = dupstr(buf); |
| 195 | ret[2].ival = 0; |
| 196 | |
| 197 | ret[3].name = "Ensure unique solution"; |
| 198 | ret[3].type = C_BOOLEAN; |
| 199 | ret[3].sval = NULL; |
| 200 | ret[3].ival = params->unique; |
| 201 | |
| 202 | ret[4].name = NULL; |
| 203 | ret[4].type = C_END; |
| 204 | ret[4].sval = NULL; |
| 205 | ret[4].ival = 0; |
| 206 | |
| 207 | return ret; |
| 208 | } |
| 209 | |
| 210 | static game_params *custom_params(config_item *cfg) |
| 211 | { |
| 212 | game_params *ret = snew(game_params); |
| 213 | |
| 214 | ret->w = atoi(cfg[0].sval); |
| 215 | ret->h = atoi(cfg[1].sval); |
| 216 | ret->expandfactor = atof(cfg[2].sval); |
| 217 | ret->unique = cfg[3].ival; |
| 218 | |
| 219 | return ret; |
| 220 | } |
| 221 | |
| 222 | static char *validate_params(game_params *params, int full) |
| 223 | { |
| 224 | if (params->w <= 0 || params->h <= 0) |
| 225 | return "Width and height must both be greater than zero"; |
| 226 | if (params->w*params->h < 2) |
| 227 | return "Grid area must be greater than one"; |
| 228 | if (params->expandfactor < 0.0F) |
| 229 | return "Expansion factor may not be negative"; |
| 230 | return NULL; |
| 231 | } |
| 232 | |
| 233 | struct point { |
| 234 | int x, y; |
| 235 | }; |
| 236 | |
| 237 | struct rect { |
| 238 | int x, y; |
| 239 | int w, h; |
| 240 | }; |
| 241 | |
| 242 | struct rectlist { |
| 243 | struct rect *rects; |
| 244 | int n; |
| 245 | }; |
| 246 | |
| 247 | struct numberdata { |
| 248 | int area; |
| 249 | int npoints; |
| 250 | struct point *points; |
| 251 | }; |
| 252 | |
| 253 | /* ---------------------------------------------------------------------- |
| 254 | * Solver for Rectangles games. |
| 255 | * |
| 256 | * This solver is souped up beyond the needs of actually _solving_ |
| 257 | * a puzzle. It is also designed to cope with uncertainty about |
| 258 | * where the numbers have been placed. This is because I run it on |
| 259 | * my generated grids _before_ placing the numbers, and have it |
| 260 | * tell me where I need to place the numbers to ensure a unique |
| 261 | * solution. |
| 262 | */ |
| 263 | |
| 264 | static void remove_rect_placement(int w, int h, |
| 265 | struct rectlist *rectpositions, |
| 266 | int *overlaps, |
| 267 | int rectnum, int placement) |
| 268 | { |
| 269 | int x, y, xx, yy; |
| 270 | |
| 271 | #ifdef SOLVER_DIAGNOSTICS |
| 272 | printf("ruling out rect %d placement at %d,%d w=%d h=%d\n", rectnum, |
| 273 | rectpositions[rectnum].rects[placement].x, |
| 274 | rectpositions[rectnum].rects[placement].y, |
| 275 | rectpositions[rectnum].rects[placement].w, |
| 276 | rectpositions[rectnum].rects[placement].h); |
| 277 | #endif |
| 278 | |
| 279 | /* |
| 280 | * Decrement each entry in the overlaps array to reflect the |
| 281 | * removal of this rectangle placement. |
| 282 | */ |
| 283 | for (yy = 0; yy < rectpositions[rectnum].rects[placement].h; yy++) { |
| 284 | y = yy + rectpositions[rectnum].rects[placement].y; |
| 285 | for (xx = 0; xx < rectpositions[rectnum].rects[placement].w; xx++) { |
| 286 | x = xx + rectpositions[rectnum].rects[placement].x; |
| 287 | |
| 288 | assert(overlaps[(rectnum * h + y) * w + x] != 0); |
| 289 | |
| 290 | if (overlaps[(rectnum * h + y) * w + x] > 0) |
| 291 | overlaps[(rectnum * h + y) * w + x]--; |
| 292 | } |
| 293 | } |
| 294 | |
| 295 | /* |
| 296 | * Remove the placement from the list of positions for that |
| 297 | * rectangle, by interchanging it with the one on the end. |
| 298 | */ |
| 299 | if (placement < rectpositions[rectnum].n - 1) { |
| 300 | struct rect t; |
| 301 | |
| 302 | t = rectpositions[rectnum].rects[rectpositions[rectnum].n - 1]; |
| 303 | rectpositions[rectnum].rects[rectpositions[rectnum].n - 1] = |
| 304 | rectpositions[rectnum].rects[placement]; |
| 305 | rectpositions[rectnum].rects[placement] = t; |
| 306 | } |
| 307 | rectpositions[rectnum].n--; |
| 308 | } |
| 309 | |
| 310 | static void remove_number_placement(int w, int h, struct numberdata *number, |
| 311 | int index, int *rectbyplace) |
| 312 | { |
| 313 | /* |
| 314 | * Remove the entry from the rectbyplace array. |
| 315 | */ |
| 316 | rectbyplace[number->points[index].y * w + number->points[index].x] = -1; |
| 317 | |
| 318 | /* |
| 319 | * Remove the placement from the list of candidates for that |
| 320 | * number, by interchanging it with the one on the end. |
| 321 | */ |
| 322 | if (index < number->npoints - 1) { |
| 323 | struct point t; |
| 324 | |
| 325 | t = number->points[number->npoints - 1]; |
| 326 | number->points[number->npoints - 1] = number->points[index]; |
| 327 | number->points[index] = t; |
| 328 | } |
| 329 | number->npoints--; |
| 330 | } |
| 331 | |
| 332 | static int rect_solver(int w, int h, int nrects, struct numberdata *numbers, |
| 333 | unsigned char *hedge, unsigned char *vedge, |
| 334 | random_state *rs) |
| 335 | { |
| 336 | struct rectlist *rectpositions; |
| 337 | int *overlaps, *rectbyplace, *workspace; |
| 338 | int i, ret; |
| 339 | |
| 340 | /* |
| 341 | * Start by setting up a list of candidate positions for each |
| 342 | * rectangle. |
| 343 | */ |
| 344 | rectpositions = snewn(nrects, struct rectlist); |
| 345 | for (i = 0; i < nrects; i++) { |
| 346 | int rw, rh, area = numbers[i].area; |
| 347 | int j, minx, miny, maxx, maxy; |
| 348 | struct rect *rlist; |
| 349 | int rlistn, rlistsize; |
| 350 | |
| 351 | /* |
| 352 | * For each rectangle, begin by finding the bounding |
| 353 | * rectangle of its candidate number placements. |
| 354 | */ |
| 355 | maxx = maxy = -1; |
| 356 | minx = w; |
| 357 | miny = h; |
| 358 | for (j = 0; j < numbers[i].npoints; j++) { |
| 359 | if (minx > numbers[i].points[j].x) minx = numbers[i].points[j].x; |
| 360 | if (miny > numbers[i].points[j].y) miny = numbers[i].points[j].y; |
| 361 | if (maxx < numbers[i].points[j].x) maxx = numbers[i].points[j].x; |
| 362 | if (maxy < numbers[i].points[j].y) maxy = numbers[i].points[j].y; |
| 363 | } |
| 364 | |
| 365 | /* |
| 366 | * Now loop over all possible rectangle placements |
| 367 | * overlapping a point within that bounding rectangle; |
| 368 | * ensure each one actually contains a candidate number |
| 369 | * placement, and add it to the list. |
| 370 | */ |
| 371 | rlist = NULL; |
| 372 | rlistn = rlistsize = 0; |
| 373 | |
| 374 | for (rw = 1; rw <= area && rw <= w; rw++) { |
| 375 | int x, y; |
| 376 | |
| 377 | if (area % rw) |
| 378 | continue; |
| 379 | rh = area / rw; |
| 380 | if (rh > h) |
| 381 | continue; |
| 382 | |
| 383 | for (y = miny - rh + 1; y <= maxy; y++) { |
| 384 | if (y < 0 || y+rh > h) |
| 385 | continue; |
| 386 | |
| 387 | for (x = minx - rw + 1; x <= maxx; x++) { |
| 388 | if (x < 0 || x+rw > w) |
| 389 | continue; |
| 390 | |
| 391 | /* |
| 392 | * See if we can find a candidate number |
| 393 | * placement within this rectangle. |
| 394 | */ |
| 395 | for (j = 0; j < numbers[i].npoints; j++) |
| 396 | if (numbers[i].points[j].x >= x && |
| 397 | numbers[i].points[j].x < x+rw && |
| 398 | numbers[i].points[j].y >= y && |
| 399 | numbers[i].points[j].y < y+rh) |
| 400 | break; |
| 401 | |
| 402 | if (j < numbers[i].npoints) { |
| 403 | /* |
| 404 | * Add this to the list of candidate |
| 405 | * placements for this rectangle. |
| 406 | */ |
| 407 | if (rlistn >= rlistsize) { |
| 408 | rlistsize = rlistn + 32; |
| 409 | rlist = sresize(rlist, rlistsize, struct rect); |
| 410 | } |
| 411 | rlist[rlistn].x = x; |
| 412 | rlist[rlistn].y = y; |
| 413 | rlist[rlistn].w = rw; |
| 414 | rlist[rlistn].h = rh; |
| 415 | #ifdef SOLVER_DIAGNOSTICS |
| 416 | printf("rect %d [area %d]: candidate position at" |
| 417 | " %d,%d w=%d h=%d\n", |
| 418 | i, area, x, y, rw, rh); |
| 419 | #endif |
| 420 | rlistn++; |
| 421 | } |
| 422 | } |
| 423 | } |
| 424 | } |
| 425 | |
| 426 | rectpositions[i].rects = rlist; |
| 427 | rectpositions[i].n = rlistn; |
| 428 | } |
| 429 | |
| 430 | /* |
| 431 | * Next, construct a multidimensional array tracking how many |
| 432 | * candidate positions for each rectangle overlap each square. |
| 433 | * |
| 434 | * Indexing of this array is by the formula |
| 435 | * |
| 436 | * overlaps[(rectindex * h + y) * w + x] |
| 437 | */ |
| 438 | overlaps = snewn(nrects * w * h, int); |
| 439 | memset(overlaps, 0, nrects * w * h * sizeof(int)); |
| 440 | for (i = 0; i < nrects; i++) { |
| 441 | int j; |
| 442 | |
| 443 | for (j = 0; j < rectpositions[i].n; j++) { |
| 444 | int xx, yy; |
| 445 | |
| 446 | for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) |
| 447 | for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) |
| 448 | overlaps[(i * h + yy+rectpositions[i].rects[j].y) * w + |
| 449 | xx+rectpositions[i].rects[j].x]++; |
| 450 | } |
| 451 | } |
| 452 | |
| 453 | /* |
| 454 | * Also we want an array covering the grid once, to make it |
| 455 | * easy to figure out which squares are candidate number |
| 456 | * placements for which rectangles. (The existence of this |
| 457 | * single array assumes that no square starts off as a |
| 458 | * candidate number placement for more than one rectangle. This |
| 459 | * assumption is justified, because this solver is _either_ |
| 460 | * used to solve real problems - in which case there is a |
| 461 | * single placement for every number - _or_ used to decide on |
| 462 | * number placements for a new puzzle, in which case each |
| 463 | * number's placements are confined to the intended position of |
| 464 | * the rectangle containing that number.) |
| 465 | */ |
| 466 | rectbyplace = snewn(w * h, int); |
| 467 | for (i = 0; i < w*h; i++) |
| 468 | rectbyplace[i] = -1; |
| 469 | |
| 470 | for (i = 0; i < nrects; i++) { |
| 471 | int j; |
| 472 | |
| 473 | for (j = 0; j < numbers[i].npoints; j++) { |
| 474 | int x = numbers[i].points[j].x; |
| 475 | int y = numbers[i].points[j].y; |
| 476 | |
| 477 | assert(rectbyplace[y * w + x] == -1); |
| 478 | rectbyplace[y * w + x] = i; |
| 479 | } |
| 480 | } |
| 481 | |
| 482 | workspace = snewn(nrects, int); |
| 483 | |
| 484 | /* |
| 485 | * Now run the actual deduction loop. |
| 486 | */ |
| 487 | while (1) { |
| 488 | int done_something = FALSE; |
| 489 | |
| 490 | #ifdef SOLVER_DIAGNOSTICS |
| 491 | printf("starting deduction loop\n"); |
| 492 | |
| 493 | for (i = 0; i < nrects; i++) { |
| 494 | printf("rect %d overlaps:\n", i); |
| 495 | { |
| 496 | int x, y; |
| 497 | for (y = 0; y < h; y++) { |
| 498 | for (x = 0; x < w; x++) { |
| 499 | printf("%3d", overlaps[(i * h + y) * w + x]); |
| 500 | } |
| 501 | printf("\n"); |
| 502 | } |
| 503 | } |
| 504 | } |
| 505 | printf("rectbyplace:\n"); |
| 506 | { |
| 507 | int x, y; |
| 508 | for (y = 0; y < h; y++) { |
| 509 | for (x = 0; x < w; x++) { |
| 510 | printf("%3d", rectbyplace[y * w + x]); |
| 511 | } |
| 512 | printf("\n"); |
| 513 | } |
| 514 | } |
| 515 | #endif |
| 516 | |
| 517 | /* |
| 518 | * Housekeeping. Look for rectangles whose number has only |
| 519 | * one candidate position left, and mark that square as |
| 520 | * known if it isn't already. |
| 521 | */ |
| 522 | for (i = 0; i < nrects; i++) { |
| 523 | if (numbers[i].npoints == 1) { |
| 524 | int x = numbers[i].points[0].x; |
| 525 | int y = numbers[i].points[0].y; |
| 526 | if (overlaps[(i * h + y) * w + x] >= -1) { |
| 527 | int j; |
| 528 | |
| 529 | assert(overlaps[(i * h + y) * w + x] > 0); |
| 530 | #ifdef SOLVER_DIAGNOSTICS |
| 531 | printf("marking %d,%d as known for rect %d" |
| 532 | " (sole remaining number position)\n", x, y, i); |
| 533 | #endif |
| 534 | |
| 535 | for (j = 0; j < nrects; j++) |
| 536 | overlaps[(j * h + y) * w + x] = -1; |
| 537 | |
| 538 | overlaps[(i * h + y) * w + x] = -2; |
| 539 | } |
| 540 | } |
| 541 | } |
| 542 | |
| 543 | /* |
| 544 | * Now look at the intersection of all possible placements |
| 545 | * for each rectangle, and mark all squares in that |
| 546 | * intersection as known for that rectangle if they aren't |
| 547 | * already. |
| 548 | */ |
| 549 | for (i = 0; i < nrects; i++) { |
| 550 | int minx, miny, maxx, maxy, xx, yy, j; |
| 551 | |
| 552 | minx = miny = 0; |
| 553 | maxx = w; |
| 554 | maxy = h; |
| 555 | |
| 556 | for (j = 0; j < rectpositions[i].n; j++) { |
| 557 | int x = rectpositions[i].rects[j].x; |
| 558 | int y = rectpositions[i].rects[j].y; |
| 559 | int w = rectpositions[i].rects[j].w; |
| 560 | int h = rectpositions[i].rects[j].h; |
| 561 | |
| 562 | if (minx < x) minx = x; |
| 563 | if (miny < y) miny = y; |
| 564 | if (maxx > x+w) maxx = x+w; |
| 565 | if (maxy > y+h) maxy = y+h; |
| 566 | } |
| 567 | |
| 568 | for (yy = miny; yy < maxy; yy++) |
| 569 | for (xx = minx; xx < maxx; xx++) |
| 570 | if (overlaps[(i * h + yy) * w + xx] >= -1) { |
| 571 | assert(overlaps[(i * h + yy) * w + xx] > 0); |
| 572 | #ifdef SOLVER_DIAGNOSTICS |
| 573 | printf("marking %d,%d as known for rect %d" |
| 574 | " (intersection of all placements)\n", |
| 575 | xx, yy, i); |
| 576 | #endif |
| 577 | |
| 578 | for (j = 0; j < nrects; j++) |
| 579 | overlaps[(j * h + yy) * w + xx] = -1; |
| 580 | |
| 581 | overlaps[(i * h + yy) * w + xx] = -2; |
| 582 | } |
| 583 | } |
| 584 | |
| 585 | /* |
| 586 | * Rectangle-focused deduction. Look at each rectangle in |
| 587 | * turn and try to rule out some of its candidate |
| 588 | * placements. |
| 589 | */ |
| 590 | for (i = 0; i < nrects; i++) { |
| 591 | int j; |
| 592 | |
| 593 | for (j = 0; j < rectpositions[i].n; j++) { |
| 594 | int xx, yy, k; |
| 595 | int del = FALSE; |
| 596 | |
| 597 | for (k = 0; k < nrects; k++) |
| 598 | workspace[k] = 0; |
| 599 | |
| 600 | for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) { |
| 601 | int y = yy + rectpositions[i].rects[j].y; |
| 602 | for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) { |
| 603 | int x = xx + rectpositions[i].rects[j].x; |
| 604 | |
| 605 | if (overlaps[(i * h + y) * w + x] == -1) { |
| 606 | /* |
| 607 | * This placement overlaps a square |
| 608 | * which is _known_ to be part of |
| 609 | * another rectangle. Therefore we must |
| 610 | * rule it out. |
| 611 | */ |
| 612 | #ifdef SOLVER_DIAGNOSTICS |
| 613 | printf("rect %d placement at %d,%d w=%d h=%d " |
| 614 | "contains %d,%d which is known-other\n", i, |
| 615 | rectpositions[i].rects[j].x, |
| 616 | rectpositions[i].rects[j].y, |
| 617 | rectpositions[i].rects[j].w, |
| 618 | rectpositions[i].rects[j].h, |
| 619 | x, y); |
| 620 | #endif |
| 621 | del = TRUE; |
| 622 | } |
| 623 | |
| 624 | if (rectbyplace[y * w + x] != -1) { |
| 625 | /* |
| 626 | * This placement overlaps one of the |
| 627 | * candidate number placements for some |
| 628 | * rectangle. Count it. |
| 629 | */ |
| 630 | workspace[rectbyplace[y * w + x]]++; |
| 631 | } |
| 632 | } |
| 633 | } |
| 634 | |
| 635 | if (!del) { |
| 636 | /* |
| 637 | * If we haven't ruled this placement out |
| 638 | * already, see if it overlaps _all_ of the |
| 639 | * candidate number placements for any |
| 640 | * rectangle. If so, we can rule it out. |
| 641 | */ |
| 642 | for (k = 0; k < nrects; k++) |
| 643 | if (k != i && workspace[k] == numbers[k].npoints) { |
| 644 | #ifdef SOLVER_DIAGNOSTICS |
| 645 | printf("rect %d placement at %d,%d w=%d h=%d " |
| 646 | "contains all number points for rect %d\n", |
| 647 | i, |
| 648 | rectpositions[i].rects[j].x, |
| 649 | rectpositions[i].rects[j].y, |
| 650 | rectpositions[i].rects[j].w, |
| 651 | rectpositions[i].rects[j].h, |
| 652 | k); |
| 653 | #endif |
| 654 | del = TRUE; |
| 655 | break; |
| 656 | } |
| 657 | |
| 658 | /* |
| 659 | * Failing that, see if it overlaps at least |
| 660 | * one of the candidate number placements for |
| 661 | * itself! (This might not be the case if one |
| 662 | * of those number placements has been removed |
| 663 | * recently.). |
| 664 | */ |
| 665 | if (!del && workspace[i] == 0) { |
| 666 | #ifdef SOLVER_DIAGNOSTICS |
| 667 | printf("rect %d placement at %d,%d w=%d h=%d " |
| 668 | "contains none of its own number points\n", |
| 669 | i, |
| 670 | rectpositions[i].rects[j].x, |
| 671 | rectpositions[i].rects[j].y, |
| 672 | rectpositions[i].rects[j].w, |
| 673 | rectpositions[i].rects[j].h); |
| 674 | #endif |
| 675 | del = TRUE; |
| 676 | } |
| 677 | } |
| 678 | |
| 679 | if (del) { |
| 680 | remove_rect_placement(w, h, rectpositions, overlaps, i, j); |
| 681 | |
| 682 | j--; /* don't skip over next placement */ |
| 683 | |
| 684 | done_something = TRUE; |
| 685 | } |
| 686 | } |
| 687 | } |
| 688 | |
| 689 | /* |
| 690 | * Square-focused deduction. Look at each square not marked |
| 691 | * as known, and see if there are any which can only be |
| 692 | * part of a single rectangle. |
| 693 | */ |
| 694 | { |
| 695 | int x, y, n, index; |
| 696 | for (y = 0; y < h; y++) for (x = 0; x < w; x++) { |
| 697 | /* Known squares are marked as <0 everywhere, so we only need |
| 698 | * to check the overlaps entry for rect 0. */ |
| 699 | if (overlaps[y * w + x] < 0) |
| 700 | continue; /* known already */ |
| 701 | |
| 702 | n = 0; |
| 703 | index = -1; |
| 704 | for (i = 0; i < nrects; i++) |
| 705 | if (overlaps[(i * h + y) * w + x] > 0) |
| 706 | n++, index = i; |
| 707 | |
| 708 | if (n == 1) { |
| 709 | int j; |
| 710 | |
| 711 | /* |
| 712 | * Now we can rule out all placements for |
| 713 | * rectangle `index' which _don't_ contain |
| 714 | * square x,y. |
| 715 | */ |
| 716 | #ifdef SOLVER_DIAGNOSTICS |
| 717 | printf("square %d,%d can only be in rectangle %d\n", |
| 718 | x, y, index); |
| 719 | #endif |
| 720 | for (j = 0; j < rectpositions[index].n; j++) { |
| 721 | struct rect *r = &rectpositions[index].rects[j]; |
| 722 | if (x >= r->x && x < r->x + r->w && |
| 723 | y >= r->y && y < r->y + r->h) |
| 724 | continue; /* this one is OK */ |
| 725 | remove_rect_placement(w, h, rectpositions, overlaps, |
| 726 | index, j); |
| 727 | j--; /* don't skip over next placement */ |
| 728 | done_something = TRUE; |
| 729 | } |
| 730 | } |
| 731 | } |
| 732 | } |
| 733 | |
| 734 | /* |
| 735 | * If we've managed to deduce anything by normal means, |
| 736 | * loop round again and see if there's more to be done. |
| 737 | * Only if normal deduction has completely failed us should |
| 738 | * we now move on to narrowing down the possible number |
| 739 | * placements. |
| 740 | */ |
| 741 | if (done_something) |
| 742 | continue; |
| 743 | |
| 744 | /* |
| 745 | * Now we have done everything we can with the current set |
| 746 | * of number placements. So we need to winnow the number |
| 747 | * placements so as to narrow down the possibilities. We do |
| 748 | * this by searching for a candidate placement (of _any_ |
| 749 | * rectangle) which overlaps a candidate placement of the |
| 750 | * number for some other rectangle. |
| 751 | */ |
| 752 | if (rs) { |
| 753 | struct rpn { |
| 754 | int rect; |
| 755 | int placement; |
| 756 | int number; |
| 757 | } *rpns = NULL; |
| 758 | size_t nrpns = 0, rpnsize = 0; |
| 759 | int j; |
| 760 | |
| 761 | for (i = 0; i < nrects; i++) { |
| 762 | for (j = 0; j < rectpositions[i].n; j++) { |
| 763 | int xx, yy; |
| 764 | |
| 765 | for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) { |
| 766 | int y = yy + rectpositions[i].rects[j].y; |
| 767 | for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) { |
| 768 | int x = xx + rectpositions[i].rects[j].x; |
| 769 | |
| 770 | if (rectbyplace[y * w + x] >= 0 && |
| 771 | rectbyplace[y * w + x] != i) { |
| 772 | /* |
| 773 | * Add this to the list of |
| 774 | * winnowing possibilities. |
| 775 | */ |
| 776 | if (nrpns >= rpnsize) { |
| 777 | rpnsize = rpnsize * 3 / 2 + 32; |
| 778 | rpns = sresize(rpns, rpnsize, struct rpn); |
| 779 | } |
| 780 | rpns[nrpns].rect = i; |
| 781 | rpns[nrpns].placement = j; |
| 782 | rpns[nrpns].number = rectbyplace[y * w + x]; |
| 783 | nrpns++; |
| 784 | } |
| 785 | } |
| 786 | } |
| 787 | |
| 788 | } |
| 789 | } |
| 790 | |
| 791 | #ifdef SOLVER_DIAGNOSTICS |
| 792 | printf("%d candidate rect placements we could eliminate\n", nrpns); |
| 793 | #endif |
| 794 | if (nrpns > 0) { |
| 795 | /* |
| 796 | * Now choose one of these unwanted rectangle |
| 797 | * placements, and eliminate it. |
| 798 | */ |
| 799 | int index = random_upto(rs, nrpns); |
| 800 | int k, m; |
| 801 | struct rpn rpn = rpns[index]; |
| 802 | struct rect r; |
| 803 | sfree(rpns); |
| 804 | |
| 805 | i = rpn.rect; |
| 806 | j = rpn.placement; |
| 807 | k = rpn.number; |
| 808 | r = rectpositions[i].rects[j]; |
| 809 | |
| 810 | /* |
| 811 | * We rule out placement j of rectangle i by means |
| 812 | * of removing all of rectangle k's candidate |
| 813 | * number placements which do _not_ overlap it. |
| 814 | * This will ensure that it is eliminated during |
| 815 | * the next pass of rectangle-focused deduction. |
| 816 | */ |
| 817 | #ifdef SOLVER_DIAGNOSTICS |
| 818 | printf("ensuring number for rect %d is within" |
| 819 | " rect %d's placement at %d,%d w=%d h=%d\n", |
| 820 | k, i, r.x, r.y, r.w, r.h); |
| 821 | #endif |
| 822 | |
| 823 | for (m = 0; m < numbers[k].npoints; m++) { |
| 824 | int x = numbers[k].points[m].x; |
| 825 | int y = numbers[k].points[m].y; |
| 826 | |
| 827 | if (x < r.x || x >= r.x + r.w || |
| 828 | y < r.y || y >= r.y + r.h) { |
| 829 | #ifdef SOLVER_DIAGNOSTICS |
| 830 | printf("eliminating number for rect %d at %d,%d\n", |
| 831 | k, x, y); |
| 832 | #endif |
| 833 | remove_number_placement(w, h, &numbers[k], |
| 834 | m, rectbyplace); |
| 835 | m--; /* don't skip the next one */ |
| 836 | done_something = TRUE; |
| 837 | } |
| 838 | } |
| 839 | } |
| 840 | } |
| 841 | |
| 842 | if (!done_something) { |
| 843 | #ifdef SOLVER_DIAGNOSTICS |
| 844 | printf("terminating deduction loop\n"); |
| 845 | #endif |
| 846 | break; |
| 847 | } |
| 848 | } |
| 849 | |
| 850 | ret = TRUE; |
| 851 | for (i = 0; i < nrects; i++) { |
| 852 | #ifdef SOLVER_DIAGNOSTICS |
| 853 | printf("rect %d has %d possible placements\n", |
| 854 | i, rectpositions[i].n); |
| 855 | #endif |
| 856 | assert(rectpositions[i].n > 0); |
| 857 | if (rectpositions[i].n > 1) { |
| 858 | ret = FALSE; |
| 859 | } else if (hedge && vedge) { |
| 860 | /* |
| 861 | * Place the rectangle in its only possible position. |
| 862 | */ |
| 863 | int x, y; |
| 864 | struct rect *r = &rectpositions[i].rects[0]; |
| 865 | |
| 866 | for (y = 0; y < r->h; y++) { |
| 867 | if (r->x > 0) |
| 868 | vedge[(r->y+y) * w + r->x] = 1; |
| 869 | if (r->x+r->w < w) |
| 870 | vedge[(r->y+y) * w + r->x+r->w] = 1; |
| 871 | } |
| 872 | for (x = 0; x < r->w; x++) { |
| 873 | if (r->y > 0) |
| 874 | hedge[r->y * w + r->x+x] = 1; |
| 875 | if (r->y+r->h < h) |
| 876 | hedge[(r->y+r->h) * w + r->x+x] = 1; |
| 877 | } |
| 878 | } |
| 879 | } |
| 880 | |
| 881 | /* |
| 882 | * Free up all allocated storage. |
| 883 | */ |
| 884 | sfree(workspace); |
| 885 | sfree(rectbyplace); |
| 886 | sfree(overlaps); |
| 887 | for (i = 0; i < nrects; i++) |
| 888 | sfree(rectpositions[i].rects); |
| 889 | sfree(rectpositions); |
| 890 | |
| 891 | return ret; |
| 892 | } |
| 893 | |
| 894 | /* ---------------------------------------------------------------------- |
| 895 | * Grid generation code. |
| 896 | */ |
| 897 | |
| 898 | /* |
| 899 | * This function does one of two things. If passed r==NULL, it |
| 900 | * counts the number of possible rectangles which cover the given |
| 901 | * square, and returns it in *n. If passed r!=NULL then it _reads_ |
| 902 | * *n to find an index, counts the possible rectangles until it |
| 903 | * reaches the nth, and writes it into r. |
| 904 | * |
| 905 | * `scratch' is expected to point to an array of 2 * params->w |
| 906 | * ints, used internally as scratch space (and passed in like this |
| 907 | * to avoid re-allocating and re-freeing it every time round a |
| 908 | * tight loop). |
| 909 | */ |
| 910 | static void enum_rects(game_params *params, int *grid, struct rect *r, int *n, |
| 911 | int sx, int sy, int *scratch) |
| 912 | { |
| 913 | int rw, rh, mw, mh; |
| 914 | int x, y, dx, dy; |
| 915 | int maxarea, realmaxarea; |
| 916 | int index = 0; |
| 917 | int *top, *bottom; |
| 918 | |
| 919 | /* |
| 920 | * Maximum rectangle area is 1/6 of total grid size, unless |
| 921 | * this means we can't place any rectangles at all in which |
| 922 | * case we set it to 2 at minimum. |
| 923 | */ |
| 924 | maxarea = params->w * params->h / 6; |
| 925 | if (maxarea < 2) |
| 926 | maxarea = 2; |
| 927 | |
| 928 | /* |
| 929 | * Scan the grid to find the limits of the region within which |
| 930 | * any rectangle containing this point must fall. This will |
| 931 | * save us trawling the inside of every rectangle later on to |
| 932 | * see if it contains any used squares. |
| 933 | */ |
| 934 | top = scratch; |
| 935 | bottom = scratch + params->w; |
| 936 | for (dy = -1; dy <= +1; dy += 2) { |
| 937 | int *array = (dy == -1 ? top : bottom); |
| 938 | for (dx = -1; dx <= +1; dx += 2) { |
| 939 | for (x = sx; x >= 0 && x < params->w; x += dx) { |
| 940 | array[x] = -2 * params->h * dy; |
| 941 | for (y = sy; y >= 0 && y < params->h; y += dy) { |
| 942 | if (index(params, grid, x, y) == -1 && |
| 943 | (x == sx || dy*y <= dy*array[x-dx])) |
| 944 | array[x] = y; |
| 945 | else |
| 946 | break; |
| 947 | } |
| 948 | } |
| 949 | } |
| 950 | } |
| 951 | |
| 952 | /* |
| 953 | * Now scan again to work out the largest rectangles we can fit |
| 954 | * in the grid, so that we can terminate the following loops |
| 955 | * early once we get down to not having much space left in the |
| 956 | * grid. |
| 957 | */ |
| 958 | realmaxarea = 0; |
| 959 | for (x = 0; x < params->w; x++) { |
| 960 | int x2; |
| 961 | |
| 962 | rh = bottom[x] - top[x] + 1; |
| 963 | if (rh <= 0) |
| 964 | continue; /* no rectangles can start here */ |
| 965 | |
| 966 | dx = (x > sx ? -1 : +1); |
| 967 | for (x2 = x; x2 >= 0 && x2 < params->w; x2 += dx) |
| 968 | if (bottom[x2] < bottom[x] || top[x2] > top[x]) |
| 969 | break; |
| 970 | |
| 971 | rw = abs(x2 - x); |
| 972 | if (realmaxarea < rw * rh) |
| 973 | realmaxarea = rw * rh; |
| 974 | } |
| 975 | |
| 976 | if (realmaxarea > maxarea) |
| 977 | realmaxarea = maxarea; |
| 978 | |
| 979 | /* |
| 980 | * Rectangles which go right the way across the grid are |
| 981 | * boring, although they can't be helped in the case of |
| 982 | * extremely small grids. (Also they might be generated later |
| 983 | * on by the singleton-removal process; we can't help that.) |
| 984 | */ |
| 985 | mw = params->w - 1; |
| 986 | if (mw < 3) mw++; |
| 987 | mh = params->h - 1; |
| 988 | if (mh < 3) mh++; |
| 989 | |
| 990 | for (rw = 1; rw <= mw; rw++) |
| 991 | for (rh = 1; rh <= mh; rh++) { |
| 992 | if (rw * rh > realmaxarea) |
| 993 | continue; |
| 994 | if (rw * rh == 1) |
| 995 | continue; |
| 996 | for (x = max(sx - rw + 1, 0); x <= min(sx, params->w - rw); x++) |
| 997 | for (y = max(sy - rh + 1, 0); y <= min(sy, params->h - rh); |
| 998 | y++) { |
| 999 | /* |
| 1000 | * Check this rectangle against the region we |
| 1001 | * defined above. |
| 1002 | */ |
| 1003 | if (top[x] <= y && top[x+rw-1] <= y && |
| 1004 | bottom[x] >= y+rh-1 && bottom[x+rw-1] >= y+rh-1) { |
| 1005 | if (r && index == *n) { |
| 1006 | r->x = x; |
| 1007 | r->y = y; |
| 1008 | r->w = rw; |
| 1009 | r->h = rh; |
| 1010 | return; |
| 1011 | } |
| 1012 | index++; |
| 1013 | } |
| 1014 | } |
| 1015 | } |
| 1016 | |
| 1017 | assert(!r); |
| 1018 | *n = index; |
| 1019 | } |
| 1020 | |
| 1021 | static void place_rect(game_params *params, int *grid, struct rect r) |
| 1022 | { |
| 1023 | int idx = INDEX(params, r.x, r.y); |
| 1024 | int x, y; |
| 1025 | |
| 1026 | for (x = r.x; x < r.x+r.w; x++) |
| 1027 | for (y = r.y; y < r.y+r.h; y++) { |
| 1028 | index(params, grid, x, y) = idx; |
| 1029 | } |
| 1030 | #ifdef GENERATION_DIAGNOSTICS |
| 1031 | printf(" placing rectangle at (%d,%d) size %d x %d\n", |
| 1032 | r.x, r.y, r.w, r.h); |
| 1033 | #endif |
| 1034 | } |
| 1035 | |
| 1036 | static struct rect find_rect(game_params *params, int *grid, int x, int y) |
| 1037 | { |
| 1038 | int idx, w, h; |
| 1039 | struct rect r; |
| 1040 | |
| 1041 | /* |
| 1042 | * Find the top left of the rectangle. |
| 1043 | */ |
| 1044 | idx = index(params, grid, x, y); |
| 1045 | |
| 1046 | if (idx < 0) { |
| 1047 | r.x = x; |
| 1048 | r.y = y; |
| 1049 | r.w = r.h = 1; |
| 1050 | return r; /* 1x1 singleton here */ |
| 1051 | } |
| 1052 | |
| 1053 | y = idx / params->w; |
| 1054 | x = idx % params->w; |
| 1055 | |
| 1056 | /* |
| 1057 | * Find the width and height of the rectangle. |
| 1058 | */ |
| 1059 | for (w = 1; |
| 1060 | (x+w < params->w && index(params,grid,x+w,y)==idx); |
| 1061 | w++); |
| 1062 | for (h = 1; |
| 1063 | (y+h < params->h && index(params,grid,x,y+h)==idx); |
| 1064 | h++); |
| 1065 | |
| 1066 | r.x = x; |
| 1067 | r.y = y; |
| 1068 | r.w = w; |
| 1069 | r.h = h; |
| 1070 | |
| 1071 | return r; |
| 1072 | } |
| 1073 | |
| 1074 | #ifdef GENERATION_DIAGNOSTICS |
| 1075 | static void display_grid(game_params *params, int *grid, int *numbers, int all) |
| 1076 | { |
| 1077 | unsigned char *egrid = snewn((params->w*2+3) * (params->h*2+3), |
| 1078 | unsigned char); |
| 1079 | int x, y; |
| 1080 | int r = (params->w*2+3); |
| 1081 | |
| 1082 | memset(egrid, 0, (params->w*2+3) * (params->h*2+3)); |
| 1083 | |
| 1084 | for (x = 0; x < params->w; x++) |
| 1085 | for (y = 0; y < params->h; y++) { |
| 1086 | int i = index(params, grid, x, y); |
| 1087 | if (x == 0 || index(params, grid, x-1, y) != i) |
| 1088 | egrid[(2*y+2) * r + (2*x+1)] = 1; |
| 1089 | if (x == params->w-1 || index(params, grid, x+1, y) != i) |
| 1090 | egrid[(2*y+2) * r + (2*x+3)] = 1; |
| 1091 | if (y == 0 || index(params, grid, x, y-1) != i) |
| 1092 | egrid[(2*y+1) * r + (2*x+2)] = 1; |
| 1093 | if (y == params->h-1 || index(params, grid, x, y+1) != i) |
| 1094 | egrid[(2*y+3) * r + (2*x+2)] = 1; |
| 1095 | } |
| 1096 | |
| 1097 | for (y = 1; y < 2*params->h+2; y++) { |
| 1098 | for (x = 1; x < 2*params->w+2; x++) { |
| 1099 | if (!((y|x)&1)) { |
| 1100 | int k = numbers ? index(params, numbers, x/2-1, y/2-1) : 0; |
| 1101 | if (k || (all && numbers)) printf("%2d", k); else printf(" "); |
| 1102 | } else if (!((y&x)&1)) { |
| 1103 | int v = egrid[y*r+x]; |
| 1104 | if ((y&1) && v) v = '-'; |
| 1105 | if ((x&1) && v) v = '|'; |
| 1106 | if (!v) v = ' '; |
| 1107 | putchar(v); |
| 1108 | if (!(x&1)) putchar(v); |
| 1109 | } else { |
| 1110 | int c, d = 0; |
| 1111 | if (egrid[y*r+(x+1)]) d |= 1; |
| 1112 | if (egrid[(y-1)*r+x]) d |= 2; |
| 1113 | if (egrid[y*r+(x-1)]) d |= 4; |
| 1114 | if (egrid[(y+1)*r+x]) d |= 8; |
| 1115 | c = " ??+?-++?+|+++++"[d]; |
| 1116 | putchar(c); |
| 1117 | if (!(x&1)) putchar(c); |
| 1118 | } |
| 1119 | } |
| 1120 | putchar('\n'); |
| 1121 | } |
| 1122 | |
| 1123 | sfree(egrid); |
| 1124 | } |
| 1125 | #endif |
| 1126 | |
| 1127 | static char *new_game_desc(game_params *params, random_state *rs, |
| 1128 | char **aux, int interactive) |
| 1129 | { |
| 1130 | int *grid, *numbers = NULL; |
| 1131 | int x, y, y2, y2last, yx, run, i, nsquares; |
| 1132 | char *desc, *p; |
| 1133 | int *enum_rects_scratch; |
| 1134 | game_params params2real, *params2 = ¶ms2real; |
| 1135 | |
| 1136 | while (1) { |
| 1137 | /* |
| 1138 | * Set up the smaller width and height which we will use to |
| 1139 | * generate the base grid. |
| 1140 | */ |
| 1141 | params2->w = params->w / (1.0F + params->expandfactor); |
| 1142 | if (params2->w < 2 && params->w >= 2) params2->w = 2; |
| 1143 | params2->h = params->h / (1.0F + params->expandfactor); |
| 1144 | if (params2->h < 2 && params->h >= 2) params2->h = 2; |
| 1145 | |
| 1146 | grid = snewn(params2->w * params2->h, int); |
| 1147 | |
| 1148 | enum_rects_scratch = snewn(2 * params2->w, int); |
| 1149 | |
| 1150 | nsquares = 0; |
| 1151 | for (y = 0; y < params2->h; y++) |
| 1152 | for (x = 0; x < params2->w; x++) { |
| 1153 | index(params2, grid, x, y) = -1; |
| 1154 | nsquares++; |
| 1155 | } |
| 1156 | |
| 1157 | /* |
| 1158 | * Place rectangles until we can't any more. We do this by |
| 1159 | * finding a square we haven't yet covered, and randomly |
| 1160 | * choosing a rectangle to cover it. |
| 1161 | */ |
| 1162 | |
| 1163 | while (nsquares > 0) { |
| 1164 | int square = random_upto(rs, nsquares); |
| 1165 | int n; |
| 1166 | struct rect r; |
| 1167 | |
| 1168 | x = params2->w; |
| 1169 | y = params2->h; |
| 1170 | for (y = 0; y < params2->h; y++) { |
| 1171 | for (x = 0; x < params2->w; x++) { |
| 1172 | if (index(params2, grid, x, y) == -1 && square-- == 0) |
| 1173 | break; |
| 1174 | } |
| 1175 | if (x < params2->w) |
| 1176 | break; |
| 1177 | } |
| 1178 | assert(x < params2->w && y < params2->h); |
| 1179 | |
| 1180 | /* |
| 1181 | * Now see how many rectangles fit around this one. |
| 1182 | */ |
| 1183 | enum_rects(params2, grid, NULL, &n, x, y, enum_rects_scratch); |
| 1184 | |
| 1185 | if (!n) { |
| 1186 | /* |
| 1187 | * There are no possible rectangles covering this |
| 1188 | * square, meaning it must be a singleton. Mark it |
| 1189 | * -2 so we know not to keep trying. |
| 1190 | */ |
| 1191 | index(params2, grid, x, y) = -2; |
| 1192 | nsquares--; |
| 1193 | } else { |
| 1194 | /* |
| 1195 | * Pick one at random. |
| 1196 | */ |
| 1197 | n = random_upto(rs, n); |
| 1198 | enum_rects(params2, grid, &r, &n, x, y, enum_rects_scratch); |
| 1199 | |
| 1200 | /* |
| 1201 | * Place it. |
| 1202 | */ |
| 1203 | place_rect(params2, grid, r); |
| 1204 | nsquares -= r.w * r.h; |
| 1205 | } |
| 1206 | } |
| 1207 | |
| 1208 | sfree(enum_rects_scratch); |
| 1209 | |
| 1210 | /* |
| 1211 | * Deal with singleton spaces remaining in the grid, one by |
| 1212 | * one. |
| 1213 | * |
| 1214 | * We do this by making a local change to the layout. There are |
| 1215 | * several possibilities: |
| 1216 | * |
| 1217 | * +-----+-----+ Here, we can remove the singleton by |
| 1218 | * | | | extending the 1x2 rectangle below it |
| 1219 | * +--+--+-----+ into a 1x3. |
| 1220 | * | | | | |
| 1221 | * | +--+ | |
| 1222 | * | | | | |
| 1223 | * | | | | |
| 1224 | * | | | | |
| 1225 | * +--+--+-----+ |
| 1226 | * |
| 1227 | * +--+--+--+ Here, that trick doesn't work: there's no |
| 1228 | * | | | 1 x n rectangle with the singleton at one |
| 1229 | * | | | end. Instead, we extend a 1 x n rectangle |
| 1230 | * | | | _out_ from the singleton, shaving a layer |
| 1231 | * +--+--+ | off the end of another rectangle. So if we |
| 1232 | * | | | | extended up, we'd make our singleton part |
| 1233 | * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2 |
| 1234 | * | | | used to be; or we could extend right into |
| 1235 | * +--+-----+ a 2x1, turning the 1x3 into a 1x2. |
| 1236 | * |
| 1237 | * +-----+--+ Here, we can't even do _that_, since any |
| 1238 | * | | | direction we choose to extend the singleton |
| 1239 | * +--+--+ | will produce a new singleton as a result of |
| 1240 | * | | | | truncating one of the size-2 rectangles. |
| 1241 | * | +--+--+ Fortunately, this case can _only_ occur when |
| 1242 | * | | | a singleton is surrounded by four size-2s |
| 1243 | * +--+-----+ in this fashion; so instead we can simply |
| 1244 | * replace the whole section with a single 3x3. |
| 1245 | */ |
| 1246 | for (x = 0; x < params2->w; x++) { |
| 1247 | for (y = 0; y < params2->h; y++) { |
| 1248 | if (index(params2, grid, x, y) < 0) { |
| 1249 | int dirs[4], ndirs; |
| 1250 | |
| 1251 | #ifdef GENERATION_DIAGNOSTICS |
| 1252 | display_grid(params2, grid, NULL, FALSE); |
| 1253 | printf("singleton at %d,%d\n", x, y); |
| 1254 | #endif |
| 1255 | |
| 1256 | /* |
| 1257 | * Check in which directions we can feasibly extend |
| 1258 | * the singleton. We can extend in a particular |
| 1259 | * direction iff either: |
| 1260 | * |
| 1261 | * - the rectangle on that side of the singleton |
| 1262 | * is not 2x1, and we are at one end of the edge |
| 1263 | * of it we are touching |
| 1264 | * |
| 1265 | * - it is 2x1 but we are on its short side. |
| 1266 | * |
| 1267 | * FIXME: we could plausibly choose between these |
| 1268 | * based on the sizes of the rectangles they would |
| 1269 | * create? |
| 1270 | */ |
| 1271 | ndirs = 0; |
| 1272 | if (x < params2->w-1) { |
| 1273 | struct rect r = find_rect(params2, grid, x+1, y); |
| 1274 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
| 1275 | dirs[ndirs++] = 1; /* right */ |
| 1276 | } |
| 1277 | if (y > 0) { |
| 1278 | struct rect r = find_rect(params2, grid, x, y-1); |
| 1279 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
| 1280 | dirs[ndirs++] = 2; /* up */ |
| 1281 | } |
| 1282 | if (x > 0) { |
| 1283 | struct rect r = find_rect(params2, grid, x-1, y); |
| 1284 | if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1) |
| 1285 | dirs[ndirs++] = 4; /* left */ |
| 1286 | } |
| 1287 | if (y < params2->h-1) { |
| 1288 | struct rect r = find_rect(params2, grid, x, y+1); |
| 1289 | if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1) |
| 1290 | dirs[ndirs++] = 8; /* down */ |
| 1291 | } |
| 1292 | |
| 1293 | if (ndirs > 0) { |
| 1294 | int which, dir; |
| 1295 | struct rect r1, r2; |
| 1296 | |
| 1297 | which = random_upto(rs, ndirs); |
| 1298 | dir = dirs[which]; |
| 1299 | |
| 1300 | switch (dir) { |
| 1301 | case 1: /* right */ |
| 1302 | assert(x < params2->w+1); |
| 1303 | #ifdef GENERATION_DIAGNOSTICS |
| 1304 | printf("extending right\n"); |
| 1305 | #endif |
| 1306 | r1 = find_rect(params2, grid, x+1, y); |
| 1307 | r2.x = x; |
| 1308 | r2.y = y; |
| 1309 | r2.w = 1 + r1.w; |
| 1310 | r2.h = 1; |
| 1311 | if (r1.y == y) |
| 1312 | r1.y++; |
| 1313 | r1.h--; |
| 1314 | break; |
| 1315 | case 2: /* up */ |
| 1316 | assert(y > 0); |
| 1317 | #ifdef GENERATION_DIAGNOSTICS |
| 1318 | printf("extending up\n"); |
| 1319 | #endif |
| 1320 | r1 = find_rect(params2, grid, x, y-1); |
| 1321 | r2.x = x; |
| 1322 | r2.y = r1.y; |
| 1323 | r2.w = 1; |
| 1324 | r2.h = 1 + r1.h; |
| 1325 | if (r1.x == x) |
| 1326 | r1.x++; |
| 1327 | r1.w--; |
| 1328 | break; |
| 1329 | case 4: /* left */ |
| 1330 | assert(x > 0); |
| 1331 | #ifdef GENERATION_DIAGNOSTICS |
| 1332 | printf("extending left\n"); |
| 1333 | #endif |
| 1334 | r1 = find_rect(params2, grid, x-1, y); |
| 1335 | r2.x = r1.x; |
| 1336 | r2.y = y; |
| 1337 | r2.w = 1 + r1.w; |
| 1338 | r2.h = 1; |
| 1339 | if (r1.y == y) |
| 1340 | r1.y++; |
| 1341 | r1.h--; |
| 1342 | break; |
| 1343 | case 8: /* down */ |
| 1344 | assert(y < params2->h+1); |
| 1345 | #ifdef GENERATION_DIAGNOSTICS |
| 1346 | printf("extending down\n"); |
| 1347 | #endif |
| 1348 | r1 = find_rect(params2, grid, x, y+1); |
| 1349 | r2.x = x; |
| 1350 | r2.y = y; |
| 1351 | r2.w = 1; |
| 1352 | r2.h = 1 + r1.h; |
| 1353 | if (r1.x == x) |
| 1354 | r1.x++; |
| 1355 | r1.w--; |
| 1356 | break; |
| 1357 | default: /* should never happen */ |
| 1358 | assert(!"invalid direction"); |
| 1359 | } |
| 1360 | if (r1.h > 0 && r1.w > 0) |
| 1361 | place_rect(params2, grid, r1); |
| 1362 | place_rect(params2, grid, r2); |
| 1363 | } else { |
| 1364 | #ifndef NDEBUG |
| 1365 | /* |
| 1366 | * Sanity-check that there really is a 3x3 |
| 1367 | * rectangle surrounding this singleton and it |
| 1368 | * contains absolutely everything we could |
| 1369 | * possibly need. |
| 1370 | */ |
| 1371 | { |
| 1372 | int xx, yy; |
| 1373 | assert(x > 0 && x < params2->w-1); |
| 1374 | assert(y > 0 && y < params2->h-1); |
| 1375 | |
| 1376 | for (xx = x-1; xx <= x+1; xx++) |
| 1377 | for (yy = y-1; yy <= y+1; yy++) { |
| 1378 | struct rect r = find_rect(params2,grid,xx,yy); |
| 1379 | assert(r.x >= x-1); |
| 1380 | assert(r.y >= y-1); |
| 1381 | assert(r.x+r.w-1 <= x+1); |
| 1382 | assert(r.y+r.h-1 <= y+1); |
| 1383 | } |
| 1384 | } |
| 1385 | #endif |
| 1386 | |
| 1387 | #ifdef GENERATION_DIAGNOSTICS |
| 1388 | printf("need the 3x3 trick\n"); |
| 1389 | #endif |
| 1390 | |
| 1391 | /* |
| 1392 | * FIXME: If the maximum rectangle area for |
| 1393 | * this grid is less than 9, we ought to |
| 1394 | * subdivide the 3x3 in some fashion. There are |
| 1395 | * five other possibilities: |
| 1396 | * |
| 1397 | * - a 6 and a 3 |
| 1398 | * - a 4, a 3 and a 2 |
| 1399 | * - three 3s |
| 1400 | * - a 3 and three 2s (two different arrangements). |
| 1401 | */ |
| 1402 | |
| 1403 | { |
| 1404 | struct rect r; |
| 1405 | r.x = x-1; |
| 1406 | r.y = y-1; |
| 1407 | r.w = r.h = 3; |
| 1408 | place_rect(params2, grid, r); |
| 1409 | } |
| 1410 | } |
| 1411 | } |
| 1412 | } |
| 1413 | } |
| 1414 | |
| 1415 | /* |
| 1416 | * We have now constructed a grid of the size specified in |
| 1417 | * params2. Now we extend it into a grid of the size specified |
| 1418 | * in params. We do this in two passes: we extend it vertically |
| 1419 | * until it's the right height, then we transpose it, then |
| 1420 | * extend it vertically again (getting it effectively the right |
| 1421 | * width), then finally transpose again. |
| 1422 | */ |
| 1423 | for (i = 0; i < 2; i++) { |
| 1424 | int *grid2, *expand, *where; |
| 1425 | game_params params3real, *params3 = ¶ms3real; |
| 1426 | |
| 1427 | #ifdef GENERATION_DIAGNOSTICS |
| 1428 | printf("before expansion:\n"); |
| 1429 | display_grid(params2, grid, NULL, TRUE); |
| 1430 | #endif |
| 1431 | |
| 1432 | /* |
| 1433 | * Set up the new grid. |
| 1434 | */ |
| 1435 | grid2 = snewn(params2->w * params->h, int); |
| 1436 | expand = snewn(params2->h-1, int); |
| 1437 | where = snewn(params2->w, int); |
| 1438 | params3->w = params2->w; |
| 1439 | params3->h = params->h; |
| 1440 | |
| 1441 | /* |
| 1442 | * Decide which horizontal edges are going to get expanded, |
| 1443 | * and by how much. |
| 1444 | */ |
| 1445 | for (y = 0; y < params2->h-1; y++) |
| 1446 | expand[y] = 0; |
| 1447 | for (y = params2->h; y < params->h; y++) { |
| 1448 | x = random_upto(rs, params2->h-1); |
| 1449 | expand[x]++; |
| 1450 | } |
| 1451 | |
| 1452 | #ifdef GENERATION_DIAGNOSTICS |
| 1453 | printf("expand[] = {"); |
| 1454 | for (y = 0; y < params2->h-1; y++) |
| 1455 | printf(" %d", expand[y]); |
| 1456 | printf(" }\n"); |
| 1457 | #endif |
| 1458 | |
| 1459 | /* |
| 1460 | * Perform the expansion. The way this works is that we |
| 1461 | * alternately: |
| 1462 | * |
| 1463 | * - copy a row from grid into grid2 |
| 1464 | * |
| 1465 | * - invent some number of additional rows in grid2 where |
| 1466 | * there was previously only a horizontal line between |
| 1467 | * rows in grid, and make random decisions about where |
| 1468 | * among these to place each rectangle edge that ran |
| 1469 | * along this line. |
| 1470 | */ |
| 1471 | for (y = y2 = y2last = 0; y < params2->h; y++) { |
| 1472 | /* |
| 1473 | * Copy a single line from row y of grid into row y2 of |
| 1474 | * grid2. |
| 1475 | */ |
| 1476 | for (x = 0; x < params2->w; x++) { |
| 1477 | int val = index(params2, grid, x, y); |
| 1478 | if (val / params2->w == y && /* rect starts on this line */ |
| 1479 | (y2 == 0 || /* we're at the very top, or... */ |
| 1480 | index(params3, grid2, x, y2-1) / params3->w < y2last |
| 1481 | /* this rect isn't already started */)) |
| 1482 | index(params3, grid2, x, y2) = |
| 1483 | INDEX(params3, val % params2->w, y2); |
| 1484 | else |
| 1485 | index(params3, grid2, x, y2) = |
| 1486 | index(params3, grid2, x, y2-1); |
| 1487 | } |
| 1488 | |
| 1489 | /* |
| 1490 | * If that was the last line, terminate the loop early. |
| 1491 | */ |
| 1492 | if (++y2 == params3->h) |
| 1493 | break; |
| 1494 | |
| 1495 | y2last = y2; |
| 1496 | |
| 1497 | /* |
| 1498 | * Invent some number of additional lines. First walk |
| 1499 | * along this line working out where to put all the |
| 1500 | * edges that coincide with it. |
| 1501 | */ |
| 1502 | yx = -1; |
| 1503 | for (x = 0; x < params2->w; x++) { |
| 1504 | if (index(params2, grid, x, y) != |
| 1505 | index(params2, grid, x, y+1)) { |
| 1506 | /* |
| 1507 | * This is a horizontal edge, so it needs |
| 1508 | * placing. |
| 1509 | */ |
| 1510 | if (x == 0 || |
| 1511 | (index(params2, grid, x-1, y) != |
| 1512 | index(params2, grid, x, y) && |
| 1513 | index(params2, grid, x-1, y+1) != |
| 1514 | index(params2, grid, x, y+1))) { |
| 1515 | /* |
| 1516 | * Here we have the chance to make a new |
| 1517 | * decision. |
| 1518 | */ |
| 1519 | yx = random_upto(rs, expand[y]+1); |
| 1520 | } else { |
| 1521 | /* |
| 1522 | * Here we just reuse the previous value of |
| 1523 | * yx. |
| 1524 | */ |
| 1525 | } |
| 1526 | } else |
| 1527 | yx = -1; |
| 1528 | where[x] = yx; |
| 1529 | } |
| 1530 | |
| 1531 | for (yx = 0; yx < expand[y]; yx++) { |
| 1532 | /* |
| 1533 | * Invent a single row. For each square in the row, |
| 1534 | * we copy the grid entry from the square above it, |
| 1535 | * unless we're starting the new rectangle here. |
| 1536 | */ |
| 1537 | for (x = 0; x < params2->w; x++) { |
| 1538 | if (yx == where[x]) { |
| 1539 | int val = index(params2, grid, x, y+1); |
| 1540 | val %= params2->w; |
| 1541 | val = INDEX(params3, val, y2); |
| 1542 | index(params3, grid2, x, y2) = val; |
| 1543 | } else |
| 1544 | index(params3, grid2, x, y2) = |
| 1545 | index(params3, grid2, x, y2-1); |
| 1546 | } |
| 1547 | |
| 1548 | y2++; |
| 1549 | } |
| 1550 | } |
| 1551 | |
| 1552 | sfree(expand); |
| 1553 | sfree(where); |
| 1554 | |
| 1555 | #ifdef GENERATION_DIAGNOSTICS |
| 1556 | printf("after expansion:\n"); |
| 1557 | display_grid(params3, grid2, NULL, TRUE); |
| 1558 | #endif |
| 1559 | /* |
| 1560 | * Transpose. |
| 1561 | */ |
| 1562 | params2->w = params3->h; |
| 1563 | params2->h = params3->w; |
| 1564 | sfree(grid); |
| 1565 | grid = snewn(params2->w * params2->h, int); |
| 1566 | for (x = 0; x < params2->w; x++) |
| 1567 | for (y = 0; y < params2->h; y++) { |
| 1568 | int idx1 = INDEX(params2, x, y); |
| 1569 | int idx2 = INDEX(params3, y, x); |
| 1570 | int tmp; |
| 1571 | |
| 1572 | tmp = grid2[idx2]; |
| 1573 | tmp = (tmp % params3->w) * params2->w + (tmp / params3->w); |
| 1574 | grid[idx1] = tmp; |
| 1575 | } |
| 1576 | |
| 1577 | sfree(grid2); |
| 1578 | |
| 1579 | { |
| 1580 | int tmp; |
| 1581 | tmp = params->w; |
| 1582 | params->w = params->h; |
| 1583 | params->h = tmp; |
| 1584 | } |
| 1585 | |
| 1586 | #ifdef GENERATION_DIAGNOSTICS |
| 1587 | printf("after transposition:\n"); |
| 1588 | display_grid(params2, grid, NULL, TRUE); |
| 1589 | #endif |
| 1590 | } |
| 1591 | |
| 1592 | /* |
| 1593 | * Run the solver to narrow down the possible number |
| 1594 | * placements. |
| 1595 | */ |
| 1596 | { |
| 1597 | struct numberdata *nd; |
| 1598 | int nnumbers, i, ret; |
| 1599 | |
| 1600 | /* Count the rectangles. */ |
| 1601 | nnumbers = 0; |
| 1602 | for (y = 0; y < params->h; y++) { |
| 1603 | for (x = 0; x < params->w; x++) { |
| 1604 | int idx = INDEX(params, x, y); |
| 1605 | if (index(params, grid, x, y) == idx) |
| 1606 | nnumbers++; |
| 1607 | } |
| 1608 | } |
| 1609 | |
| 1610 | nd = snewn(nnumbers, struct numberdata); |
| 1611 | |
| 1612 | /* Now set up each number's candidate position list. */ |
| 1613 | i = 0; |
| 1614 | for (y = 0; y < params->h; y++) { |
| 1615 | for (x = 0; x < params->w; x++) { |
| 1616 | int idx = INDEX(params, x, y); |
| 1617 | if (index(params, grid, x, y) == idx) { |
| 1618 | struct rect r = find_rect(params, grid, x, y); |
| 1619 | int j, k, m; |
| 1620 | |
| 1621 | nd[i].area = r.w * r.h; |
| 1622 | nd[i].npoints = nd[i].area; |
| 1623 | nd[i].points = snewn(nd[i].npoints, struct point); |
| 1624 | m = 0; |
| 1625 | for (j = 0; j < r.h; j++) |
| 1626 | for (k = 0; k < r.w; k++) { |
| 1627 | nd[i].points[m].x = k + r.x; |
| 1628 | nd[i].points[m].y = j + r.y; |
| 1629 | m++; |
| 1630 | } |
| 1631 | assert(m == nd[i].npoints); |
| 1632 | |
| 1633 | i++; |
| 1634 | } |
| 1635 | } |
| 1636 | } |
| 1637 | |
| 1638 | if (params->unique) |
| 1639 | ret = rect_solver(params->w, params->h, nnumbers, nd, |
| 1640 | NULL, NULL, rs); |
| 1641 | else |
| 1642 | ret = TRUE; /* allow any number placement at all */ |
| 1643 | |
| 1644 | if (ret) { |
| 1645 | /* |
| 1646 | * Now place the numbers according to the solver's |
| 1647 | * recommendations. |
| 1648 | */ |
| 1649 | numbers = snewn(params->w * params->h, int); |
| 1650 | |
| 1651 | for (y = 0; y < params->h; y++) |
| 1652 | for (x = 0; x < params->w; x++) { |
| 1653 | index(params, numbers, x, y) = 0; |
| 1654 | } |
| 1655 | |
| 1656 | for (i = 0; i < nnumbers; i++) { |
| 1657 | int idx = random_upto(rs, nd[i].npoints); |
| 1658 | int x = nd[i].points[idx].x; |
| 1659 | int y = nd[i].points[idx].y; |
| 1660 | index(params,numbers,x,y) = nd[i].area; |
| 1661 | } |
| 1662 | } |
| 1663 | |
| 1664 | /* |
| 1665 | * Clean up. |
| 1666 | */ |
| 1667 | for (i = 0; i < nnumbers; i++) |
| 1668 | sfree(nd[i].points); |
| 1669 | sfree(nd); |
| 1670 | |
| 1671 | /* |
| 1672 | * If we've succeeded, then terminate the loop. |
| 1673 | */ |
| 1674 | if (ret) |
| 1675 | break; |
| 1676 | } |
| 1677 | |
| 1678 | /* |
| 1679 | * Give up and go round again. |
| 1680 | */ |
| 1681 | sfree(grid); |
| 1682 | } |
| 1683 | |
| 1684 | /* |
| 1685 | * Store the solution in aux. |
| 1686 | */ |
| 1687 | { |
| 1688 | char *ai; |
| 1689 | int len; |
| 1690 | |
| 1691 | len = 2 + (params->w-1)*params->h + (params->h-1)*params->w; |
| 1692 | ai = snewn(len, char); |
| 1693 | |
| 1694 | ai[0] = 'S'; |
| 1695 | |
| 1696 | p = ai+1; |
| 1697 | |
| 1698 | for (y = 0; y < params->h; y++) |
| 1699 | for (x = 1; x < params->w; x++) |
| 1700 | *p++ = (index(params, grid, x, y) != |
| 1701 | index(params, grid, x-1, y) ? '1' : '0'); |
| 1702 | |
| 1703 | for (y = 1; y < params->h; y++) |
| 1704 | for (x = 0; x < params->w; x++) |
| 1705 | *p++ = (index(params, grid, x, y) != |
| 1706 | index(params, grid, x, y-1) ? '1' : '0'); |
| 1707 | |
| 1708 | assert(p - ai == len-1); |
| 1709 | *p = '\0'; |
| 1710 | |
| 1711 | *aux = ai; |
| 1712 | } |
| 1713 | |
| 1714 | #ifdef GENERATION_DIAGNOSTICS |
| 1715 | display_grid(params, grid, numbers, FALSE); |
| 1716 | #endif |
| 1717 | |
| 1718 | desc = snewn(11 * params->w * params->h, char); |
| 1719 | p = desc; |
| 1720 | run = 0; |
| 1721 | for (i = 0; i <= params->w * params->h; i++) { |
| 1722 | int n = (i < params->w * params->h ? numbers[i] : -1); |
| 1723 | |
| 1724 | if (!n) |
| 1725 | run++; |
| 1726 | else { |
| 1727 | if (run) { |
| 1728 | while (run > 0) { |
| 1729 | int c = 'a' - 1 + run; |
| 1730 | if (run > 26) |
| 1731 | c = 'z'; |
| 1732 | *p++ = c; |
| 1733 | run -= c - ('a' - 1); |
| 1734 | } |
| 1735 | } else { |
| 1736 | /* |
| 1737 | * If there's a number in the very top left or |
| 1738 | * bottom right, there's no point putting an |
| 1739 | * unnecessary _ before or after it. |
| 1740 | */ |
| 1741 | if (p > desc && n > 0) |
| 1742 | *p++ = '_'; |
| 1743 | } |
| 1744 | if (n > 0) |
| 1745 | p += sprintf(p, "%d", n); |
| 1746 | run = 0; |
| 1747 | } |
| 1748 | } |
| 1749 | *p = '\0'; |
| 1750 | |
| 1751 | sfree(grid); |
| 1752 | sfree(numbers); |
| 1753 | |
| 1754 | return desc; |
| 1755 | } |
| 1756 | |
| 1757 | static char *validate_desc(game_params *params, char *desc) |
| 1758 | { |
| 1759 | int area = params->w * params->h; |
| 1760 | int squares = 0; |
| 1761 | |
| 1762 | while (*desc) { |
| 1763 | int n = *desc++; |
| 1764 | if (n >= 'a' && n <= 'z') { |
| 1765 | squares += n - 'a' + 1; |
| 1766 | } else if (n == '_') { |
| 1767 | /* do nothing */; |
| 1768 | } else if (n > '0' && n <= '9') { |
| 1769 | squares++; |
| 1770 | while (*desc >= '0' && *desc <= '9') |
| 1771 | desc++; |
| 1772 | } else |
| 1773 | return "Invalid character in game description"; |
| 1774 | } |
| 1775 | |
| 1776 | if (squares < area) |
| 1777 | return "Not enough data to fill grid"; |
| 1778 | |
| 1779 | if (squares > area) |
| 1780 | return "Too much data to fit in grid"; |
| 1781 | |
| 1782 | return NULL; |
| 1783 | } |
| 1784 | |
| 1785 | static unsigned char *get_correct(game_state *state) |
| 1786 | { |
| 1787 | unsigned char *ret; |
| 1788 | int x, y; |
| 1789 | |
| 1790 | ret = snewn(state->w * state->h, unsigned char); |
| 1791 | memset(ret, 0xFF, state->w * state->h); |
| 1792 | |
| 1793 | for (x = 0; x < state->w; x++) |
| 1794 | for (y = 0; y < state->h; y++) |
| 1795 | if (index(state,ret,x,y) == 0xFF) { |
| 1796 | int rw, rh; |
| 1797 | int xx, yy; |
| 1798 | int num, area, valid; |
| 1799 | |
| 1800 | /* |
| 1801 | * Find a rectangle starting at this point. |
| 1802 | */ |
| 1803 | rw = 1; |
| 1804 | while (x+rw < state->w && !vedge(state,x+rw,y)) |
| 1805 | rw++; |
| 1806 | rh = 1; |
| 1807 | while (y+rh < state->h && !hedge(state,x,y+rh)) |
| 1808 | rh++; |
| 1809 | |
| 1810 | /* |
| 1811 | * We know what the dimensions of the rectangle |
| 1812 | * should be if it's there at all. Find out if we |
| 1813 | * really have a valid rectangle. |
| 1814 | */ |
| 1815 | valid = TRUE; |
| 1816 | /* Check the horizontal edges. */ |
| 1817 | for (xx = x; xx < x+rw; xx++) { |
| 1818 | for (yy = y; yy <= y+rh; yy++) { |
| 1819 | int e = !HRANGE(state,xx,yy) || hedge(state,xx,yy); |
| 1820 | int ec = (yy == y || yy == y+rh); |
| 1821 | if (e != ec) |
| 1822 | valid = FALSE; |
| 1823 | } |
| 1824 | } |
| 1825 | /* Check the vertical edges. */ |
| 1826 | for (yy = y; yy < y+rh; yy++) { |
| 1827 | for (xx = x; xx <= x+rw; xx++) { |
| 1828 | int e = !VRANGE(state,xx,yy) || vedge(state,xx,yy); |
| 1829 | int ec = (xx == x || xx == x+rw); |
| 1830 | if (e != ec) |
| 1831 | valid = FALSE; |
| 1832 | } |
| 1833 | } |
| 1834 | |
| 1835 | /* |
| 1836 | * If this is not a valid rectangle with no other |
| 1837 | * edges inside it, we just mark this square as not |
| 1838 | * complete and proceed to the next square. |
| 1839 | */ |
| 1840 | if (!valid) { |
| 1841 | index(state, ret, x, y) = 0; |
| 1842 | continue; |
| 1843 | } |
| 1844 | |
| 1845 | /* |
| 1846 | * We have a rectangle. Now see what its area is, |
| 1847 | * and how many numbers are in it. |
| 1848 | */ |
| 1849 | num = 0; |
| 1850 | area = 0; |
| 1851 | for (xx = x; xx < x+rw; xx++) { |
| 1852 | for (yy = y; yy < y+rh; yy++) { |
| 1853 | area++; |
| 1854 | if (grid(state,xx,yy)) { |
| 1855 | if (num > 0) |
| 1856 | valid = FALSE; /* two numbers */ |
| 1857 | num = grid(state,xx,yy); |
| 1858 | } |
| 1859 | } |
| 1860 | } |
| 1861 | if (num != area) |
| 1862 | valid = FALSE; |
| 1863 | |
| 1864 | /* |
| 1865 | * Now fill in the whole rectangle based on the |
| 1866 | * value of `valid'. |
| 1867 | */ |
| 1868 | for (xx = x; xx < x+rw; xx++) { |
| 1869 | for (yy = y; yy < y+rh; yy++) { |
| 1870 | index(state, ret, xx, yy) = valid; |
| 1871 | } |
| 1872 | } |
| 1873 | } |
| 1874 | |
| 1875 | return ret; |
| 1876 | } |
| 1877 | |
| 1878 | static game_state *new_game(midend *me, game_params *params, char *desc) |
| 1879 | { |
| 1880 | game_state *state = snew(game_state); |
| 1881 | int x, y, i, area; |
| 1882 | |
| 1883 | state->w = params->w; |
| 1884 | state->h = params->h; |
| 1885 | |
| 1886 | area = state->w * state->h; |
| 1887 | |
| 1888 | state->grid = snewn(area, int); |
| 1889 | state->vedge = snewn(area, unsigned char); |
| 1890 | state->hedge = snewn(area, unsigned char); |
| 1891 | state->completed = state->cheated = FALSE; |
| 1892 | |
| 1893 | i = 0; |
| 1894 | while (*desc) { |
| 1895 | int n = *desc++; |
| 1896 | if (n >= 'a' && n <= 'z') { |
| 1897 | int run = n - 'a' + 1; |
| 1898 | assert(i + run <= area); |
| 1899 | while (run-- > 0) |
| 1900 | state->grid[i++] = 0; |
| 1901 | } else if (n == '_') { |
| 1902 | /* do nothing */; |
| 1903 | } else if (n > '0' && n <= '9') { |
| 1904 | assert(i < area); |
| 1905 | state->grid[i++] = atoi(desc-1); |
| 1906 | while (*desc >= '0' && *desc <= '9') |
| 1907 | desc++; |
| 1908 | } else { |
| 1909 | assert(!"We can't get here"); |
| 1910 | } |
| 1911 | } |
| 1912 | assert(i == area); |
| 1913 | |
| 1914 | for (y = 0; y < state->h; y++) |
| 1915 | for (x = 0; x < state->w; x++) |
| 1916 | vedge(state,x,y) = hedge(state,x,y) = 0; |
| 1917 | |
| 1918 | state->correct = get_correct(state); |
| 1919 | |
| 1920 | return state; |
| 1921 | } |
| 1922 | |
| 1923 | static game_state *dup_game(game_state *state) |
| 1924 | { |
| 1925 | game_state *ret = snew(game_state); |
| 1926 | |
| 1927 | ret->w = state->w; |
| 1928 | ret->h = state->h; |
| 1929 | |
| 1930 | ret->vedge = snewn(state->w * state->h, unsigned char); |
| 1931 | ret->hedge = snewn(state->w * state->h, unsigned char); |
| 1932 | ret->grid = snewn(state->w * state->h, int); |
| 1933 | ret->correct = snewn(ret->w * ret->h, unsigned char); |
| 1934 | |
| 1935 | ret->completed = state->completed; |
| 1936 | ret->cheated = state->cheated; |
| 1937 | |
| 1938 | memcpy(ret->grid, state->grid, state->w * state->h * sizeof(int)); |
| 1939 | memcpy(ret->vedge, state->vedge, state->w*state->h*sizeof(unsigned char)); |
| 1940 | memcpy(ret->hedge, state->hedge, state->w*state->h*sizeof(unsigned char)); |
| 1941 | |
| 1942 | memcpy(ret->correct, state->correct, state->w*state->h*sizeof(unsigned char)); |
| 1943 | |
| 1944 | return ret; |
| 1945 | } |
| 1946 | |
| 1947 | static void free_game(game_state *state) |
| 1948 | { |
| 1949 | sfree(state->grid); |
| 1950 | sfree(state->vedge); |
| 1951 | sfree(state->hedge); |
| 1952 | sfree(state->correct); |
| 1953 | sfree(state); |
| 1954 | } |
| 1955 | |
| 1956 | static char *solve_game(game_state *state, game_state *currstate, |
| 1957 | char *ai, char **error) |
| 1958 | { |
| 1959 | unsigned char *vedge, *hedge; |
| 1960 | int x, y, len; |
| 1961 | char *ret, *p; |
| 1962 | int i, j, n; |
| 1963 | struct numberdata *nd; |
| 1964 | |
| 1965 | if (ai) |
| 1966 | return dupstr(ai); |
| 1967 | |
| 1968 | /* |
| 1969 | * Attempt the in-built solver. |
| 1970 | */ |
| 1971 | |
| 1972 | /* Set up each number's (very short) candidate position list. */ |
| 1973 | for (i = n = 0; i < state->h * state->w; i++) |
| 1974 | if (state->grid[i]) |
| 1975 | n++; |
| 1976 | |
| 1977 | nd = snewn(n, struct numberdata); |
| 1978 | |
| 1979 | for (i = j = 0; i < state->h * state->w; i++) |
| 1980 | if (state->grid[i]) { |
| 1981 | nd[j].area = state->grid[i]; |
| 1982 | nd[j].npoints = 1; |
| 1983 | nd[j].points = snewn(1, struct point); |
| 1984 | nd[j].points[0].x = i % state->w; |
| 1985 | nd[j].points[0].y = i / state->w; |
| 1986 | j++; |
| 1987 | } |
| 1988 | |
| 1989 | assert(j == n); |
| 1990 | |
| 1991 | vedge = snewn(state->w * state->h, unsigned char); |
| 1992 | hedge = snewn(state->w * state->h, unsigned char); |
| 1993 | memset(vedge, 0, state->w * state->h); |
| 1994 | memset(hedge, 0, state->w * state->h); |
| 1995 | |
| 1996 | rect_solver(state->w, state->h, n, nd, hedge, vedge, NULL); |
| 1997 | |
| 1998 | /* |
| 1999 | * Clean up. |
| 2000 | */ |
| 2001 | for (i = 0; i < n; i++) |
| 2002 | sfree(nd[i].points); |
| 2003 | sfree(nd); |
| 2004 | |
| 2005 | len = 2 + (state->w-1)*state->h + (state->h-1)*state->w; |
| 2006 | ret = snewn(len, char); |
| 2007 | |
| 2008 | p = ret; |
| 2009 | *p++ = 'S'; |
| 2010 | for (y = 0; y < state->h; y++) |
| 2011 | for (x = 1; x < state->w; x++) |
| 2012 | *p++ = vedge[y*state->w+x] ? '1' : '0'; |
| 2013 | for (y = 1; y < state->h; y++) |
| 2014 | for (x = 0; x < state->w; x++) |
| 2015 | *p++ = hedge[y*state->w+x] ? '1' : '0'; |
| 2016 | *p++ = '\0'; |
| 2017 | assert(p - ret == len); |
| 2018 | |
| 2019 | sfree(vedge); |
| 2020 | sfree(hedge); |
| 2021 | |
| 2022 | return ret; |
| 2023 | } |
| 2024 | |
| 2025 | static char *game_text_format(game_state *state) |
| 2026 | { |
| 2027 | char *ret, *p, buf[80]; |
| 2028 | int i, x, y, col, maxlen; |
| 2029 | |
| 2030 | /* |
| 2031 | * First determine the number of spaces required to display a |
| 2032 | * number. We'll use at least two, because one looks a bit |
| 2033 | * silly. |
| 2034 | */ |
| 2035 | col = 2; |
| 2036 | for (i = 0; i < state->w * state->h; i++) { |
| 2037 | x = sprintf(buf, "%d", state->grid[i]); |
| 2038 | if (col < x) col = x; |
| 2039 | } |
| 2040 | |
| 2041 | /* |
| 2042 | * Now we know the exact total size of the grid we're going to |
| 2043 | * produce: it's got 2*h+1 rows, each containing w lots of col, |
| 2044 | * w+1 boundary characters and a trailing newline. |
| 2045 | */ |
| 2046 | maxlen = (2*state->h+1) * (state->w * (col+1) + 2); |
| 2047 | |
| 2048 | ret = snewn(maxlen+1, char); |
| 2049 | p = ret; |
| 2050 | |
| 2051 | for (y = 0; y <= 2*state->h; y++) { |
| 2052 | for (x = 0; x <= 2*state->w; x++) { |
| 2053 | if (x & y & 1) { |
| 2054 | /* |
| 2055 | * Display a number. |
| 2056 | */ |
| 2057 | int v = grid(state, x/2, y/2); |
| 2058 | if (v) |
| 2059 | sprintf(buf, "%*d", col, v); |
| 2060 | else |
| 2061 | sprintf(buf, "%*s", col, ""); |
| 2062 | memcpy(p, buf, col); |
| 2063 | p += col; |
| 2064 | } else if (x & 1) { |
| 2065 | /* |
| 2066 | * Display a horizontal edge or nothing. |
| 2067 | */ |
| 2068 | int h = (y==0 || y==2*state->h ? 1 : |
| 2069 | HRANGE(state, x/2, y/2) && hedge(state, x/2, y/2)); |
| 2070 | int i; |
| 2071 | if (h) |
| 2072 | h = '-'; |
| 2073 | else |
| 2074 | h = ' '; |
| 2075 | for (i = 0; i < col; i++) |
| 2076 | *p++ = h; |
| 2077 | } else if (y & 1) { |
| 2078 | /* |
| 2079 | * Display a vertical edge or nothing. |
| 2080 | */ |
| 2081 | int v = (x==0 || x==2*state->w ? 1 : |
| 2082 | VRANGE(state, x/2, y/2) && vedge(state, x/2, y/2)); |
| 2083 | if (v) |
| 2084 | *p++ = '|'; |
| 2085 | else |
| 2086 | *p++ = ' '; |
| 2087 | } else { |
| 2088 | /* |
| 2089 | * Display a corner, or a vertical edge, or a |
| 2090 | * horizontal edge, or nothing. |
| 2091 | */ |
| 2092 | int hl = (y==0 || y==2*state->h ? 1 : |
| 2093 | HRANGE(state, (x-1)/2, y/2) && hedge(state, (x-1)/2, y/2)); |
| 2094 | int hr = (y==0 || y==2*state->h ? 1 : |
| 2095 | HRANGE(state, (x+1)/2, y/2) && hedge(state, (x+1)/2, y/2)); |
| 2096 | int vu = (x==0 || x==2*state->w ? 1 : |
| 2097 | VRANGE(state, x/2, (y-1)/2) && vedge(state, x/2, (y-1)/2)); |
| 2098 | int vd = (x==0 || x==2*state->w ? 1 : |
| 2099 | VRANGE(state, x/2, (y+1)/2) && vedge(state, x/2, (y+1)/2)); |
| 2100 | if (!hl && !hr && !vu && !vd) |
| 2101 | *p++ = ' '; |
| 2102 | else if (hl && hr && !vu && !vd) |
| 2103 | *p++ = '-'; |
| 2104 | else if (!hl && !hr && vu && vd) |
| 2105 | *p++ = '|'; |
| 2106 | else |
| 2107 | *p++ = '+'; |
| 2108 | } |
| 2109 | } |
| 2110 | *p++ = '\n'; |
| 2111 | } |
| 2112 | |
| 2113 | assert(p - ret == maxlen); |
| 2114 | *p = '\0'; |
| 2115 | return ret; |
| 2116 | } |
| 2117 | |
| 2118 | struct game_ui { |
| 2119 | /* |
| 2120 | * These coordinates are 2 times the obvious grid coordinates. |
| 2121 | * Hence, the top left of the grid is (0,0), the grid point to |
| 2122 | * the right of that is (2,0), the one _below that_ is (2,2) |
| 2123 | * and so on. This is so that we can specify a drag start point |
| 2124 | * on an edge (one odd coordinate) or in the middle of a square |
| 2125 | * (two odd coordinates) rather than always at a corner. |
| 2126 | * |
| 2127 | * -1,-1 means no drag is in progress. |
| 2128 | */ |
| 2129 | int drag_start_x; |
| 2130 | int drag_start_y; |
| 2131 | int drag_end_x; |
| 2132 | int drag_end_y; |
| 2133 | /* |
| 2134 | * This flag is set as soon as a dragging action moves the |
| 2135 | * mouse pointer away from its starting point, so that even if |
| 2136 | * the pointer _returns_ to its starting point the action is |
| 2137 | * treated as a small drag rather than a click. |
| 2138 | */ |
| 2139 | int dragged; |
| 2140 | /* |
| 2141 | * These are the co-ordinates of the top-left and bottom-right squares |
| 2142 | * in the drag box, respectively, or -1 otherwise. |
| 2143 | */ |
| 2144 | int x1; |
| 2145 | int y1; |
| 2146 | int x2; |
| 2147 | int y2; |
| 2148 | }; |
| 2149 | |
| 2150 | static game_ui *new_ui(game_state *state) |
| 2151 | { |
| 2152 | game_ui *ui = snew(game_ui); |
| 2153 | ui->drag_start_x = -1; |
| 2154 | ui->drag_start_y = -1; |
| 2155 | ui->drag_end_x = -1; |
| 2156 | ui->drag_end_y = -1; |
| 2157 | ui->dragged = FALSE; |
| 2158 | ui->x1 = -1; |
| 2159 | ui->y1 = -1; |
| 2160 | ui->x2 = -1; |
| 2161 | ui->y2 = -1; |
| 2162 | return ui; |
| 2163 | } |
| 2164 | |
| 2165 | static void free_ui(game_ui *ui) |
| 2166 | { |
| 2167 | sfree(ui); |
| 2168 | } |
| 2169 | |
| 2170 | static char *encode_ui(game_ui *ui) |
| 2171 | { |
| 2172 | return NULL; |
| 2173 | } |
| 2174 | |
| 2175 | static void decode_ui(game_ui *ui, char *encoding) |
| 2176 | { |
| 2177 | } |
| 2178 | |
| 2179 | static void coord_round(float x, float y, int *xr, int *yr) |
| 2180 | { |
| 2181 | float xs, ys, xv, yv, dx, dy, dist; |
| 2182 | |
| 2183 | /* |
| 2184 | * Find the nearest square-centre. |
| 2185 | */ |
| 2186 | xs = (float)floor(x) + 0.5F; |
| 2187 | ys = (float)floor(y) + 0.5F; |
| 2188 | |
| 2189 | /* |
| 2190 | * And find the nearest grid vertex. |
| 2191 | */ |
| 2192 | xv = (float)floor(x + 0.5F); |
| 2193 | yv = (float)floor(y + 0.5F); |
| 2194 | |
| 2195 | /* |
| 2196 | * We allocate clicks in parts of the grid square to either |
| 2197 | * corners, edges or square centres, as follows: |
| 2198 | * |
| 2199 | * +--+--------+--+ |
| 2200 | * | | | | |
| 2201 | * +--+ +--+ |
| 2202 | * | `. ,' | |
| 2203 | * | +--+ | |
| 2204 | * | | | | |
| 2205 | * | +--+ | |
| 2206 | * | ,' `. | |
| 2207 | * +--+ +--+ |
| 2208 | * | | | | |
| 2209 | * +--+--------+--+ |
| 2210 | * |
| 2211 | * (Not to scale!) |
| 2212 | * |
| 2213 | * In other words: we measure the square distance (i.e. |
| 2214 | * max(dx,dy)) from the click to the nearest corner, and if |
| 2215 | * it's within CORNER_TOLERANCE then we return a corner click. |
| 2216 | * We measure the square distance from the click to the nearest |
| 2217 | * centre, and if that's within CENTRE_TOLERANCE we return a |
| 2218 | * centre click. Failing that, we find which of the two edge |
| 2219 | * centres is nearer to the click and return that edge. |
| 2220 | */ |
| 2221 | |
| 2222 | /* |
| 2223 | * Check for corner click. |
| 2224 | */ |
| 2225 | dx = (float)fabs(x - xv); |
| 2226 | dy = (float)fabs(y - yv); |
| 2227 | dist = (dx > dy ? dx : dy); |
| 2228 | if (dist < CORNER_TOLERANCE) { |
| 2229 | *xr = 2 * (int)xv; |
| 2230 | *yr = 2 * (int)yv; |
| 2231 | } else { |
| 2232 | /* |
| 2233 | * Check for centre click. |
| 2234 | */ |
| 2235 | dx = (float)fabs(x - xs); |
| 2236 | dy = (float)fabs(y - ys); |
| 2237 | dist = (dx > dy ? dx : dy); |
| 2238 | if (dist < CENTRE_TOLERANCE) { |
| 2239 | *xr = 1 + 2 * (int)xs; |
| 2240 | *yr = 1 + 2 * (int)ys; |
| 2241 | } else { |
| 2242 | /* |
| 2243 | * Failing both of those, see which edge we're closer to. |
| 2244 | * Conveniently, this is simply done by testing the relative |
| 2245 | * magnitude of dx and dy (which are currently distances from |
| 2246 | * the square centre). |
| 2247 | */ |
| 2248 | if (dx > dy) { |
| 2249 | /* Vertical edge: x-coord of corner, |
| 2250 | * y-coord of square centre. */ |
| 2251 | *xr = 2 * (int)xv; |
| 2252 | *yr = 1 + 2 * (int)floor(ys); |
| 2253 | } else { |
| 2254 | /* Horizontal edge: x-coord of square centre, |
| 2255 | * y-coord of corner. */ |
| 2256 | *xr = 1 + 2 * (int)floor(xs); |
| 2257 | *yr = 2 * (int)yv; |
| 2258 | } |
| 2259 | } |
| 2260 | } |
| 2261 | } |
| 2262 | |
| 2263 | /* |
| 2264 | * Returns TRUE if it has made any change to the grid. |
| 2265 | */ |
| 2266 | static int grid_draw_rect(game_state *state, |
| 2267 | unsigned char *hedge, unsigned char *vedge, |
| 2268 | int c, int really, |
| 2269 | int x1, int y1, int x2, int y2) |
| 2270 | { |
| 2271 | int x, y; |
| 2272 | int changed = FALSE; |
| 2273 | |
| 2274 | /* |
| 2275 | * Draw horizontal edges of rectangles. |
| 2276 | */ |
| 2277 | for (x = x1; x < x2; x++) |
| 2278 | for (y = y1; y <= y2; y++) |
| 2279 | if (HRANGE(state,x,y)) { |
| 2280 | int val = index(state,hedge,x,y); |
| 2281 | if (y == y1 || y == y2) |
| 2282 | val = c; |
| 2283 | else if (c == 1) |
| 2284 | val = 0; |
| 2285 | changed = changed || (index(state,hedge,x,y) != val); |
| 2286 | if (really) |
| 2287 | index(state,hedge,x,y) = val; |
| 2288 | } |
| 2289 | |
| 2290 | /* |
| 2291 | * Draw vertical edges of rectangles. |
| 2292 | */ |
| 2293 | for (y = y1; y < y2; y++) |
| 2294 | for (x = x1; x <= x2; x++) |
| 2295 | if (VRANGE(state,x,y)) { |
| 2296 | int val = index(state,vedge,x,y); |
| 2297 | if (x == x1 || x == x2) |
| 2298 | val = c; |
| 2299 | else if (c == 1) |
| 2300 | val = 0; |
| 2301 | changed = changed || (index(state,vedge,x,y) != val); |
| 2302 | if (really) |
| 2303 | index(state,vedge,x,y) = val; |
| 2304 | } |
| 2305 | |
| 2306 | return changed; |
| 2307 | } |
| 2308 | |
| 2309 | static int ui_draw_rect(game_state *state, game_ui *ui, |
| 2310 | unsigned char *hedge, unsigned char *vedge, int c, |
| 2311 | int really) |
| 2312 | { |
| 2313 | return grid_draw_rect(state, hedge, vedge, c, really, |
| 2314 | ui->x1, ui->y1, ui->x2, ui->y2); |
| 2315 | } |
| 2316 | |
| 2317 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
| 2318 | game_state *newstate) |
| 2319 | { |
| 2320 | } |
| 2321 | |
| 2322 | struct game_drawstate { |
| 2323 | int started; |
| 2324 | int w, h, tilesize; |
| 2325 | unsigned long *visible; |
| 2326 | }; |
| 2327 | |
| 2328 | static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, |
| 2329 | int x, int y, int button) |
| 2330 | { |
| 2331 | int xc, yc; |
| 2332 | int startdrag = FALSE, enddrag = FALSE, active = FALSE; |
| 2333 | char buf[80], *ret; |
| 2334 | |
| 2335 | button &= ~MOD_MASK; |
| 2336 | |
| 2337 | if (button == LEFT_BUTTON) { |
| 2338 | startdrag = TRUE; |
| 2339 | } else if (button == LEFT_RELEASE) { |
| 2340 | enddrag = TRUE; |
| 2341 | } else if (button != LEFT_DRAG) { |
| 2342 | return NULL; |
| 2343 | } |
| 2344 | |
| 2345 | coord_round(FROMCOORD((float)x), FROMCOORD((float)y), &xc, &yc); |
| 2346 | |
| 2347 | if (startdrag && |
| 2348 | xc >= 0 && xc <= 2*from->w && |
| 2349 | yc >= 0 && yc <= 2*from->h) { |
| 2350 | |
| 2351 | ui->drag_start_x = xc; |
| 2352 | ui->drag_start_y = yc; |
| 2353 | ui->drag_end_x = xc; |
| 2354 | ui->drag_end_y = yc; |
| 2355 | ui->dragged = FALSE; |
| 2356 | active = TRUE; |
| 2357 | } |
| 2358 | |
| 2359 | if (ui->drag_start_x >= 0 && |
| 2360 | (xc != ui->drag_end_x || yc != ui->drag_end_y)) { |
| 2361 | int t; |
| 2362 | |
| 2363 | ui->drag_end_x = xc; |
| 2364 | ui->drag_end_y = yc; |
| 2365 | ui->dragged = TRUE; |
| 2366 | active = TRUE; |
| 2367 | |
| 2368 | if (xc >= 0 && xc <= 2*from->w && |
| 2369 | yc >= 0 && yc <= 2*from->h) { |
| 2370 | ui->x1 = ui->drag_start_x; |
| 2371 | ui->x2 = ui->drag_end_x; |
| 2372 | if (ui->x2 < ui->x1) { t = ui->x1; ui->x1 = ui->x2; ui->x2 = t; } |
| 2373 | |
| 2374 | ui->y1 = ui->drag_start_y; |
| 2375 | ui->y2 = ui->drag_end_y; |
| 2376 | if (ui->y2 < ui->y1) { t = ui->y1; ui->y1 = ui->y2; ui->y2 = t; } |
| 2377 | |
| 2378 | ui->x1 = ui->x1 / 2; /* rounds down */ |
| 2379 | ui->x2 = (ui->x2+1) / 2; /* rounds up */ |
| 2380 | ui->y1 = ui->y1 / 2; /* rounds down */ |
| 2381 | ui->y2 = (ui->y2+1) / 2; /* rounds up */ |
| 2382 | } else { |
| 2383 | ui->x1 = -1; |
| 2384 | ui->y1 = -1; |
| 2385 | ui->x2 = -1; |
| 2386 | ui->y2 = -1; |
| 2387 | } |
| 2388 | } |
| 2389 | |
| 2390 | ret = NULL; |
| 2391 | |
| 2392 | if (enddrag && (ui->drag_start_x >= 0)) { |
| 2393 | if (xc >= 0 && xc <= 2*from->w && |
| 2394 | yc >= 0 && yc <= 2*from->h) { |
| 2395 | |
| 2396 | if (ui->dragged) { |
| 2397 | if (ui_draw_rect(from, ui, from->hedge, |
| 2398 | from->vedge, 1, FALSE)) { |
| 2399 | sprintf(buf, "R%d,%d,%d,%d", |
| 2400 | ui->x1, ui->y1, ui->x2 - ui->x1, ui->y2 - ui->y1); |
| 2401 | ret = dupstr(buf); |
| 2402 | } |
| 2403 | } else { |
| 2404 | if ((xc & 1) && !(yc & 1) && HRANGE(from,xc/2,yc/2)) { |
| 2405 | sprintf(buf, "H%d,%d", xc/2, yc/2); |
| 2406 | ret = dupstr(buf); |
| 2407 | } |
| 2408 | if ((yc & 1) && !(xc & 1) && VRANGE(from,xc/2,yc/2)) { |
| 2409 | sprintf(buf, "V%d,%d", xc/2, yc/2); |
| 2410 | ret = dupstr(buf); |
| 2411 | } |
| 2412 | } |
| 2413 | } |
| 2414 | |
| 2415 | ui->drag_start_x = -1; |
| 2416 | ui->drag_start_y = -1; |
| 2417 | ui->drag_end_x = -1; |
| 2418 | ui->drag_end_y = -1; |
| 2419 | ui->x1 = -1; |
| 2420 | ui->y1 = -1; |
| 2421 | ui->x2 = -1; |
| 2422 | ui->y2 = -1; |
| 2423 | ui->dragged = FALSE; |
| 2424 | active = TRUE; |
| 2425 | } |
| 2426 | |
| 2427 | if (ret) |
| 2428 | return ret; /* a move has been made */ |
| 2429 | else if (active) |
| 2430 | return ""; /* UI activity has occurred */ |
| 2431 | else |
| 2432 | return NULL; |
| 2433 | } |
| 2434 | |
| 2435 | static game_state *execute_move(game_state *from, char *move) |
| 2436 | { |
| 2437 | game_state *ret; |
| 2438 | int x1, y1, x2, y2, mode; |
| 2439 | |
| 2440 | if (move[0] == 'S') { |
| 2441 | char *p = move+1; |
| 2442 | int x, y; |
| 2443 | |
| 2444 | ret = dup_game(from); |
| 2445 | ret->cheated = TRUE; |
| 2446 | |
| 2447 | for (y = 0; y < ret->h; y++) |
| 2448 | for (x = 1; x < ret->w; x++) { |
| 2449 | vedge(ret, x, y) = (*p == '1'); |
| 2450 | if (*p) p++; |
| 2451 | } |
| 2452 | for (y = 1; y < ret->h; y++) |
| 2453 | for (x = 0; x < ret->w; x++) { |
| 2454 | hedge(ret, x, y) = (*p == '1'); |
| 2455 | if (*p) p++; |
| 2456 | } |
| 2457 | |
| 2458 | sfree(ret->correct); |
| 2459 | ret->correct = get_correct(ret); |
| 2460 | |
| 2461 | return ret; |
| 2462 | |
| 2463 | } else if (move[0] == 'R' && |
| 2464 | sscanf(move+1, "%d,%d,%d,%d", &x1, &y1, &x2, &y2) == 4 && |
| 2465 | x1 >= 0 && x2 >= 0 && x1+x2 <= from->w && |
| 2466 | y1 >= 0 && y2 >= 0 && y1+y2 <= from->h) { |
| 2467 | x2 += x1; |
| 2468 | y2 += y1; |
| 2469 | mode = move[0]; |
| 2470 | } else if ((move[0] == 'H' || move[0] == 'V') && |
| 2471 | sscanf(move+1, "%d,%d", &x1, &y1) == 2 && |
| 2472 | (move[0] == 'H' ? HRANGE(from, x1, y1) : |
| 2473 | VRANGE(from, x1, y1))) { |
| 2474 | mode = move[0]; |
| 2475 | } else |
| 2476 | return NULL; /* can't parse move string */ |
| 2477 | |
| 2478 | ret = dup_game(from); |
| 2479 | |
| 2480 | if (mode == 'R') { |
| 2481 | grid_draw_rect(ret, ret->hedge, ret->vedge, 1, TRUE, x1, y1, x2, y2); |
| 2482 | } else if (mode == 'H') { |
| 2483 | hedge(ret,x1,y1) = !hedge(ret,x1,y1); |
| 2484 | } else if (mode == 'V') { |
| 2485 | vedge(ret,x1,y1) = !vedge(ret,x1,y1); |
| 2486 | } |
| 2487 | |
| 2488 | sfree(ret->correct); |
| 2489 | ret->correct = get_correct(ret); |
| 2490 | |
| 2491 | /* |
| 2492 | * We've made a real change to the grid. Check to see |
| 2493 | * if the game has been completed. |
| 2494 | */ |
| 2495 | if (!ret->completed) { |
| 2496 | int x, y, ok; |
| 2497 | |
| 2498 | ok = TRUE; |
| 2499 | for (x = 0; x < ret->w; x++) |
| 2500 | for (y = 0; y < ret->h; y++) |
| 2501 | if (!index(ret, ret->correct, x, y)) |
| 2502 | ok = FALSE; |
| 2503 | |
| 2504 | if (ok) |
| 2505 | ret->completed = TRUE; |
| 2506 | } |
| 2507 | |
| 2508 | return ret; |
| 2509 | } |
| 2510 | |
| 2511 | /* ---------------------------------------------------------------------- |
| 2512 | * Drawing routines. |
| 2513 | */ |
| 2514 | |
| 2515 | #define CORRECT (1L<<16) |
| 2516 | |
| 2517 | #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG ) |
| 2518 | #define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) ) |
| 2519 | |
| 2520 | static void game_compute_size(game_params *params, int tilesize, |
| 2521 | int *x, int *y) |
| 2522 | { |
| 2523 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 2524 | struct { int tilesize; } ads, *ds = &ads; |
| 2525 | ads.tilesize = tilesize; |
| 2526 | |
| 2527 | *x = params->w * TILE_SIZE + 2*BORDER + 1; |
| 2528 | *y = params->h * TILE_SIZE + 2*BORDER + 1; |
| 2529 | } |
| 2530 | |
| 2531 | static void game_set_size(drawing *dr, game_drawstate *ds, |
| 2532 | game_params *params, int tilesize) |
| 2533 | { |
| 2534 | ds->tilesize = tilesize; |
| 2535 | } |
| 2536 | |
| 2537 | static float *game_colours(frontend *fe, int *ncolours) |
| 2538 | { |
| 2539 | float *ret = snewn(3 * NCOLOURS, float); |
| 2540 | |
| 2541 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
| 2542 | |
| 2543 | ret[COL_GRID * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0]; |
| 2544 | ret[COL_GRID * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1]; |
| 2545 | ret[COL_GRID * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2]; |
| 2546 | |
| 2547 | ret[COL_DRAG * 3 + 0] = 1.0F; |
| 2548 | ret[COL_DRAG * 3 + 1] = 0.0F; |
| 2549 | ret[COL_DRAG * 3 + 2] = 0.0F; |
| 2550 | |
| 2551 | ret[COL_CORRECT * 3 + 0] = 0.75F * ret[COL_BACKGROUND * 3 + 0]; |
| 2552 | ret[COL_CORRECT * 3 + 1] = 0.75F * ret[COL_BACKGROUND * 3 + 1]; |
| 2553 | ret[COL_CORRECT * 3 + 2] = 0.75F * ret[COL_BACKGROUND * 3 + 2]; |
| 2554 | |
| 2555 | ret[COL_LINE * 3 + 0] = 0.0F; |
| 2556 | ret[COL_LINE * 3 + 1] = 0.0F; |
| 2557 | ret[COL_LINE * 3 + 2] = 0.0F; |
| 2558 | |
| 2559 | ret[COL_TEXT * 3 + 0] = 0.0F; |
| 2560 | ret[COL_TEXT * 3 + 1] = 0.0F; |
| 2561 | ret[COL_TEXT * 3 + 2] = 0.0F; |
| 2562 | |
| 2563 | *ncolours = NCOLOURS; |
| 2564 | return ret; |
| 2565 | } |
| 2566 | |
| 2567 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
| 2568 | { |
| 2569 | struct game_drawstate *ds = snew(struct game_drawstate); |
| 2570 | int i; |
| 2571 | |
| 2572 | ds->started = FALSE; |
| 2573 | ds->w = state->w; |
| 2574 | ds->h = state->h; |
| 2575 | ds->visible = snewn(ds->w * ds->h, unsigned long); |
| 2576 | ds->tilesize = 0; /* not decided yet */ |
| 2577 | for (i = 0; i < ds->w * ds->h; i++) |
| 2578 | ds->visible[i] = 0xFFFF; |
| 2579 | |
| 2580 | return ds; |
| 2581 | } |
| 2582 | |
| 2583 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
| 2584 | { |
| 2585 | sfree(ds->visible); |
| 2586 | sfree(ds); |
| 2587 | } |
| 2588 | |
| 2589 | static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state, |
| 2590 | int x, int y, unsigned char *hedge, unsigned char *vedge, |
| 2591 | unsigned char *corners, int correct) |
| 2592 | { |
| 2593 | int cx = COORD(x), cy = COORD(y); |
| 2594 | char str[80]; |
| 2595 | |
| 2596 | draw_rect(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1, COL_GRID); |
| 2597 | draw_rect(dr, cx+1, cy+1, TILE_SIZE-1, TILE_SIZE-1, |
| 2598 | correct ? COL_CORRECT : COL_BACKGROUND); |
| 2599 | |
| 2600 | if (grid(state,x,y)) { |
| 2601 | sprintf(str, "%d", grid(state,x,y)); |
| 2602 | draw_text(dr, cx+TILE_SIZE/2, cy+TILE_SIZE/2, FONT_VARIABLE, |
| 2603 | TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, COL_TEXT, str); |
| 2604 | } |
| 2605 | |
| 2606 | /* |
| 2607 | * Draw edges. |
| 2608 | */ |
| 2609 | if (!HRANGE(state,x,y) || index(state,hedge,x,y)) |
| 2610 | draw_rect(dr, cx, cy, TILE_SIZE+1, 2, |
| 2611 | HRANGE(state,x,y) ? COLOUR(index(state,hedge,x,y)) : |
| 2612 | COL_LINE); |
| 2613 | if (!HRANGE(state,x,y+1) || index(state,hedge,x,y+1)) |
| 2614 | draw_rect(dr, cx, cy+TILE_SIZE-1, TILE_SIZE+1, 2, |
| 2615 | HRANGE(state,x,y+1) ? COLOUR(index(state,hedge,x,y+1)) : |
| 2616 | COL_LINE); |
| 2617 | if (!VRANGE(state,x,y) || index(state,vedge,x,y)) |
| 2618 | draw_rect(dr, cx, cy, 2, TILE_SIZE+1, |
| 2619 | VRANGE(state,x,y) ? COLOUR(index(state,vedge,x,y)) : |
| 2620 | COL_LINE); |
| 2621 | if (!VRANGE(state,x+1,y) || index(state,vedge,x+1,y)) |
| 2622 | draw_rect(dr, cx+TILE_SIZE-1, cy, 2, TILE_SIZE+1, |
| 2623 | VRANGE(state,x+1,y) ? COLOUR(index(state,vedge,x+1,y)) : |
| 2624 | COL_LINE); |
| 2625 | |
| 2626 | /* |
| 2627 | * Draw corners. |
| 2628 | */ |
| 2629 | if (index(state,corners,x,y)) |
| 2630 | draw_rect(dr, cx, cy, 2, 2, |
| 2631 | COLOUR(index(state,corners,x,y))); |
| 2632 | if (x+1 < state->w && index(state,corners,x+1,y)) |
| 2633 | draw_rect(dr, cx+TILE_SIZE-1, cy, 2, 2, |
| 2634 | COLOUR(index(state,corners,x+1,y))); |
| 2635 | if (y+1 < state->h && index(state,corners,x,y+1)) |
| 2636 | draw_rect(dr, cx, cy+TILE_SIZE-1, 2, 2, |
| 2637 | COLOUR(index(state,corners,x,y+1))); |
| 2638 | if (x+1 < state->w && y+1 < state->h && index(state,corners,x+1,y+1)) |
| 2639 | draw_rect(dr, cx+TILE_SIZE-1, cy+TILE_SIZE-1, 2, 2, |
| 2640 | COLOUR(index(state,corners,x+1,y+1))); |
| 2641 | |
| 2642 | draw_update(dr, cx, cy, TILE_SIZE+1, TILE_SIZE+1); |
| 2643 | } |
| 2644 | |
| 2645 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
| 2646 | game_state *state, int dir, game_ui *ui, |
| 2647 | float animtime, float flashtime) |
| 2648 | { |
| 2649 | int x, y; |
| 2650 | unsigned char *hedge, *vedge, *corners; |
| 2651 | |
| 2652 | if (ui->dragged) { |
| 2653 | hedge = snewn(state->w*state->h, unsigned char); |
| 2654 | vedge = snewn(state->w*state->h, unsigned char); |
| 2655 | memcpy(hedge, state->hedge, state->w*state->h); |
| 2656 | memcpy(vedge, state->vedge, state->w*state->h); |
| 2657 | ui_draw_rect(state, ui, hedge, vedge, 2, TRUE); |
| 2658 | } else { |
| 2659 | hedge = state->hedge; |
| 2660 | vedge = state->vedge; |
| 2661 | } |
| 2662 | |
| 2663 | corners = snewn(state->w * state->h, unsigned char); |
| 2664 | memset(corners, 0, state->w * state->h); |
| 2665 | for (x = 0; x < state->w; x++) |
| 2666 | for (y = 0; y < state->h; y++) { |
| 2667 | if (x > 0) { |
| 2668 | int e = index(state, vedge, x, y); |
| 2669 | if (index(state,corners,x,y) < e) |
| 2670 | index(state,corners,x,y) = e; |
| 2671 | if (y+1 < state->h && |
| 2672 | index(state,corners,x,y+1) < e) |
| 2673 | index(state,corners,x,y+1) = e; |
| 2674 | } |
| 2675 | if (y > 0) { |
| 2676 | int e = index(state, hedge, x, y); |
| 2677 | if (index(state,corners,x,y) < e) |
| 2678 | index(state,corners,x,y) = e; |
| 2679 | if (x+1 < state->w && |
| 2680 | index(state,corners,x+1,y) < e) |
| 2681 | index(state,corners,x+1,y) = e; |
| 2682 | } |
| 2683 | } |
| 2684 | |
| 2685 | if (!ds->started) { |
| 2686 | draw_rect(dr, 0, 0, |
| 2687 | state->w * TILE_SIZE + 2*BORDER + 1, |
| 2688 | state->h * TILE_SIZE + 2*BORDER + 1, COL_BACKGROUND); |
| 2689 | draw_rect(dr, COORD(0)-1, COORD(0)-1, |
| 2690 | ds->w*TILE_SIZE+3, ds->h*TILE_SIZE+3, COL_LINE); |
| 2691 | ds->started = TRUE; |
| 2692 | draw_update(dr, 0, 0, |
| 2693 | state->w * TILE_SIZE + 2*BORDER + 1, |
| 2694 | state->h * TILE_SIZE + 2*BORDER + 1); |
| 2695 | } |
| 2696 | |
| 2697 | for (x = 0; x < state->w; x++) |
| 2698 | for (y = 0; y < state->h; y++) { |
| 2699 | unsigned long c = 0; |
| 2700 | |
| 2701 | if (HRANGE(state,x,y)) |
| 2702 | c |= index(state,hedge,x,y); |
| 2703 | if (HRANGE(state,x,y+1)) |
| 2704 | c |= index(state,hedge,x,y+1) << 2; |
| 2705 | if (VRANGE(state,x,y)) |
| 2706 | c |= index(state,vedge,x,y) << 4; |
| 2707 | if (VRANGE(state,x+1,y)) |
| 2708 | c |= index(state,vedge,x+1,y) << 6; |
| 2709 | c |= index(state,corners,x,y) << 8; |
| 2710 | if (x+1 < state->w) |
| 2711 | c |= index(state,corners,x+1,y) << 10; |
| 2712 | if (y+1 < state->h) |
| 2713 | c |= index(state,corners,x,y+1) << 12; |
| 2714 | if (x+1 < state->w && y+1 < state->h) |
| 2715 | /* cast to prevent 2<<14 sign-extending on promotion to long */ |
| 2716 | c |= (unsigned long)index(state,corners,x+1,y+1) << 14; |
| 2717 | if (index(state, state->correct, x, y) && !flashtime) |
| 2718 | c |= CORRECT; |
| 2719 | |
| 2720 | if (index(ds,ds->visible,x,y) != c) { |
| 2721 | draw_tile(dr, ds, state, x, y, hedge, vedge, corners, |
| 2722 | (c & CORRECT) ? 1 : 0); |
| 2723 | index(ds,ds->visible,x,y) = c; |
| 2724 | } |
| 2725 | } |
| 2726 | |
| 2727 | { |
| 2728 | char buf[256]; |
| 2729 | |
| 2730 | if (ui->x1 >= 0 && ui->y1 >= 0 && |
| 2731 | ui->x2 >= 0 && ui->y2 >= 0) { |
| 2732 | sprintf(buf, "%dx%d ", |
| 2733 | ui->x2-ui->x1, |
| 2734 | ui->y2-ui->y1); |
| 2735 | } else { |
| 2736 | buf[0] = '\0'; |
| 2737 | } |
| 2738 | |
| 2739 | if (state->cheated) |
| 2740 | strcat(buf, "Auto-solved."); |
| 2741 | else if (state->completed) |
| 2742 | strcat(buf, "COMPLETED!"); |
| 2743 | |
| 2744 | status_bar(dr, buf); |
| 2745 | } |
| 2746 | |
| 2747 | if (hedge != state->hedge) { |
| 2748 | sfree(hedge); |
| 2749 | sfree(vedge); |
| 2750 | } |
| 2751 | |
| 2752 | sfree(corners); |
| 2753 | } |
| 2754 | |
| 2755 | static float game_anim_length(game_state *oldstate, |
| 2756 | game_state *newstate, int dir, game_ui *ui) |
| 2757 | { |
| 2758 | return 0.0F; |
| 2759 | } |
| 2760 | |
| 2761 | static float game_flash_length(game_state *oldstate, |
| 2762 | game_state *newstate, int dir, game_ui *ui) |
| 2763 | { |
| 2764 | if (!oldstate->completed && newstate->completed && |
| 2765 | !oldstate->cheated && !newstate->cheated) |
| 2766 | return FLASH_TIME; |
| 2767 | return 0.0F; |
| 2768 | } |
| 2769 | |
| 2770 | static int game_timing_state(game_state *state, game_ui *ui) |
| 2771 | { |
| 2772 | return TRUE; |
| 2773 | } |
| 2774 | |
| 2775 | static void game_print_size(game_params *params, float *x, float *y) |
| 2776 | { |
| 2777 | int pw, ph; |
| 2778 | |
| 2779 | /* |
| 2780 | * I'll use 5mm squares by default. |
| 2781 | */ |
| 2782 | game_compute_size(params, 500, &pw, &ph); |
| 2783 | *x = pw / 100.0; |
| 2784 | *y = ph / 100.0; |
| 2785 | } |
| 2786 | |
| 2787 | static void game_print(drawing *dr, game_state *state, int tilesize) |
| 2788 | { |
| 2789 | int w = state->w, h = state->h; |
| 2790 | int ink = print_mono_colour(dr, 0); |
| 2791 | int x, y; |
| 2792 | |
| 2793 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
| 2794 | game_drawstate ads, *ds = &ads; |
| 2795 | game_set_size(dr, ds, NULL, tilesize); |
| 2796 | |
| 2797 | /* |
| 2798 | * Border. |
| 2799 | */ |
| 2800 | print_line_width(dr, TILE_SIZE / 10); |
| 2801 | draw_rect_outline(dr, COORD(0), COORD(0), w*TILE_SIZE, h*TILE_SIZE, ink); |
| 2802 | |
| 2803 | /* |
| 2804 | * Grid. We have to make the grid lines particularly thin, |
| 2805 | * because users will be drawing lines _along_ them and we want |
| 2806 | * those lines to be visible. |
| 2807 | */ |
| 2808 | print_line_width(dr, TILE_SIZE / 256); |
| 2809 | for (x = 1; x < w; x++) |
| 2810 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), ink); |
| 2811 | for (y = 1; y < h; y++) |
| 2812 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), ink); |
| 2813 | |
| 2814 | /* |
| 2815 | * Solution. |
| 2816 | */ |
| 2817 | print_line_width(dr, TILE_SIZE / 10); |
| 2818 | for (y = 0; y <= h; y++) |
| 2819 | for (x = 0; x <= w; x++) { |
| 2820 | if (HRANGE(state,x,y) && hedge(state,x,y)) |
| 2821 | draw_line(dr, COORD(x), COORD(y), COORD(x+1), COORD(y), ink); |
| 2822 | if (VRANGE(state,x,y) && vedge(state,x,y)) |
| 2823 | draw_line(dr, COORD(x), COORD(y), COORD(x), COORD(y+1), ink); |
| 2824 | } |
| 2825 | |
| 2826 | /* |
| 2827 | * Clues. |
| 2828 | */ |
| 2829 | for (y = 0; y < h; y++) |
| 2830 | for (x = 0; x < w; x++) |
| 2831 | if (grid(state,x,y)) { |
| 2832 | char str[80]; |
| 2833 | sprintf(str, "%d", grid(state,x,y)); |
| 2834 | draw_text(dr, COORD(x)+TILE_SIZE/2, COORD(y)+TILE_SIZE/2, |
| 2835 | FONT_VARIABLE, TILE_SIZE/2, |
| 2836 | ALIGN_HCENTRE | ALIGN_VCENTRE, ink, str); |
| 2837 | } |
| 2838 | } |
| 2839 | |
| 2840 | #ifdef COMBINED |
| 2841 | #define thegame rect |
| 2842 | #endif |
| 2843 | |
| 2844 | const struct game thegame = { |
| 2845 | "Rectangles", "games.rectangles", "rectangles", |
| 2846 | default_params, |
| 2847 | game_fetch_preset, |
| 2848 | decode_params, |
| 2849 | encode_params, |
| 2850 | free_params, |
| 2851 | dup_params, |
| 2852 | TRUE, game_configure, custom_params, |
| 2853 | validate_params, |
| 2854 | new_game_desc, |
| 2855 | validate_desc, |
| 2856 | new_game, |
| 2857 | dup_game, |
| 2858 | free_game, |
| 2859 | TRUE, solve_game, |
| 2860 | TRUE, game_text_format, |
| 2861 | new_ui, |
| 2862 | free_ui, |
| 2863 | encode_ui, |
| 2864 | decode_ui, |
| 2865 | game_changed_state, |
| 2866 | interpret_move, |
| 2867 | execute_move, |
| 2868 | PREFERRED_TILE_SIZE, game_compute_size, game_set_size, |
| 2869 | game_colours, |
| 2870 | game_new_drawstate, |
| 2871 | game_free_drawstate, |
| 2872 | game_redraw, |
| 2873 | game_anim_length, |
| 2874 | game_flash_length, |
| 2875 | TRUE, FALSE, game_print_size, game_print, |
| 2876 | TRUE, /* wants_statusbar */ |
| 2877 | FALSE, game_timing_state, |
| 2878 | 0, /* flags */ |
| 2879 | }; |