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.
12 * - Improve on singleton removal by making an aesthetic choice
13 * about which of the options to take.
15 * - When doing the 3x3 trick in singleton removal, limit the size
16 * of the generated rectangles in accordance with the max
19 * - If we start by sorting the rectlist in descending order
20 * of area, we might be able to bias our random number
21 * selection to produce a few large rectangles more often
22 * than oodles of small ones? Unsure, but might be worth a
51 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
52 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
53 #define grid(state,x,y) index(state, (state)->grid, x, y)
54 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
55 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
57 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
58 (y) >= dy && (y) < (state)->h )
59 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
60 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
61 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
66 #define CORNER_TOLERANCE 0.15F
67 #define CENTRE_TOLERANCE 0.15F
69 #define FLASH_TIME 0.13F
71 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
72 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
76 int *grid
; /* contains the numbers */
77 unsigned char *vedge
; /* (w+1) x h */
78 unsigned char *hedge
; /* w x (h+1) */
79 int completed
, cheated
;
82 static game_params
*default_params(void)
84 game_params
*ret
= snew(game_params
);
87 ret
->expandfactor
= 0.0F
;
93 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
100 case 0: w
= 7, h
= 7; break;
101 case 1: w
= 11, h
= 11; break;
102 case 2: w
= 15, h
= 15; break;
103 case 3: w
= 19, h
= 19; break;
104 default: return FALSE
;
107 sprintf(buf
, "%dx%d", w
, h
);
109 *params
= ret
= snew(game_params
);
112 ret
->expandfactor
= 0.0F
;
117 static void free_params(game_params
*params
)
122 static game_params
*dup_params(game_params
*params
)
124 game_params
*ret
= snew(game_params
);
125 *ret
= *params
; /* structure copy */
129 static void decode_params(game_params
*ret
, char const *string
)
131 ret
->w
= ret
->h
= atoi(string
);
132 while (*string
&& isdigit((unsigned char)*string
)) string
++;
133 if (*string
== 'x') {
135 ret
->h
= atoi(string
);
136 while (*string
&& isdigit((unsigned char)*string
)) string
++;
138 if (*string
== 'e') {
140 ret
->expandfactor
= atof(string
);
142 (*string
== '.' || isdigit((unsigned char)*string
))) string
++;
144 if (*string
== 'a') {
150 static char *encode_params(game_params
*params
, int full
)
154 sprintf(data
, "%dx%d", params
->w
, params
->h
);
155 if (full
&& params
->expandfactor
)
156 sprintf(data
+ strlen(data
), "e%g", params
->expandfactor
);
157 if (full
&& !params
->unique
)
163 static config_item
*game_configure(game_params
*params
)
168 ret
= snewn(5, config_item
);
170 ret
[0].name
= "Width";
171 ret
[0].type
= C_STRING
;
172 sprintf(buf
, "%d", params
->w
);
173 ret
[0].sval
= dupstr(buf
);
176 ret
[1].name
= "Height";
177 ret
[1].type
= C_STRING
;
178 sprintf(buf
, "%d", params
->h
);
179 ret
[1].sval
= dupstr(buf
);
182 ret
[2].name
= "Expansion factor";
183 ret
[2].type
= C_STRING
;
184 sprintf(buf
, "%g", params
->expandfactor
);
185 ret
[2].sval
= dupstr(buf
);
188 ret
[3].name
= "Ensure unique solution";
189 ret
[3].type
= C_BOOLEAN
;
191 ret
[3].ival
= params
->unique
;
201 static game_params
*custom_params(config_item
*cfg
)
203 game_params
*ret
= snew(game_params
);
205 ret
->w
= atoi(cfg
[0].sval
);
206 ret
->h
= atoi(cfg
[1].sval
);
207 ret
->expandfactor
= atof(cfg
[2].sval
);
208 ret
->unique
= cfg
[3].ival
;
213 static char *validate_params(game_params
*params
)
215 if (params
->w
<= 0 && params
->h
<= 0)
216 return "Width and height must both be greater than zero";
217 if (params
->w
< 2 && params
->h
< 2)
218 return "Grid area must be greater than one";
219 if (params
->expandfactor
< 0.0F
)
220 return "Expansion factor may not be negative";
241 struct point
*points
;
244 /* ----------------------------------------------------------------------
245 * Solver for Rectangles games.
247 * This solver is souped up beyond the needs of actually _solving_
248 * a puzzle. It is also designed to cope with uncertainty about
249 * where the numbers have been placed. This is because I run it on
250 * my generated grids _before_ placing the numbers, and have it
251 * tell me where I need to place the numbers to ensure a unique
255 static void remove_rect_placement(int w
, int h
,
256 struct rectlist
*rectpositions
,
258 int rectnum
, int placement
)
262 #ifdef SOLVER_DIAGNOSTICS
263 printf("ruling out rect %d placement at %d,%d w=%d h=%d\n", rectnum
,
264 rectpositions
[rectnum
].rects
[placement
].x
,
265 rectpositions
[rectnum
].rects
[placement
].y
,
266 rectpositions
[rectnum
].rects
[placement
].w
,
267 rectpositions
[rectnum
].rects
[placement
].h
);
271 * Decrement each entry in the overlaps array to reflect the
272 * removal of this rectangle placement.
274 for (yy
= 0; yy
< rectpositions
[rectnum
].rects
[placement
].h
; yy
++) {
275 y
= yy
+ rectpositions
[rectnum
].rects
[placement
].y
;
276 for (xx
= 0; xx
< rectpositions
[rectnum
].rects
[placement
].w
; xx
++) {
277 x
= xx
+ rectpositions
[rectnum
].rects
[placement
].x
;
279 assert(overlaps
[(rectnum
* h
+ y
) * w
+ x
] != 0);
281 if (overlaps
[(rectnum
* h
+ y
) * w
+ x
] > 0)
282 overlaps
[(rectnum
* h
+ y
) * w
+ x
]--;
287 * Remove the placement from the list of positions for that
288 * rectangle, by interchanging it with the one on the end.
290 if (placement
< rectpositions
[rectnum
].n
- 1) {
293 t
= rectpositions
[rectnum
].rects
[rectpositions
[rectnum
].n
- 1];
294 rectpositions
[rectnum
].rects
[rectpositions
[rectnum
].n
- 1] =
295 rectpositions
[rectnum
].rects
[placement
];
296 rectpositions
[rectnum
].rects
[placement
] = t
;
298 rectpositions
[rectnum
].n
--;
301 static void remove_number_placement(int w
, int h
, struct numberdata
*number
,
302 int index
, int *rectbyplace
)
305 * Remove the entry from the rectbyplace array.
307 rectbyplace
[number
->points
[index
].y
* w
+ number
->points
[index
].x
] = -1;
310 * Remove the placement from the list of candidates for that
311 * number, by interchanging it with the one on the end.
313 if (index
< number
->npoints
- 1) {
316 t
= number
->points
[number
->npoints
- 1];
317 number
->points
[number
->npoints
- 1] = number
->points
[index
];
318 number
->points
[index
] = t
;
323 static int rect_solver(int w
, int h
, int nrects
, struct numberdata
*numbers
,
324 game_state
*result
, random_state
*rs
)
326 struct rectlist
*rectpositions
;
327 int *overlaps
, *rectbyplace
, *workspace
;
331 * Start by setting up a list of candidate positions for each
334 rectpositions
= snewn(nrects
, struct rectlist
);
335 for (i
= 0; i
< nrects
; i
++) {
336 int rw
, rh
, area
= numbers
[i
].area
;
337 int j
, minx
, miny
, maxx
, maxy
;
339 int rlistn
, rlistsize
;
342 * For each rectangle, begin by finding the bounding
343 * rectangle of its candidate number placements.
348 for (j
= 0; j
< numbers
[i
].npoints
; j
++) {
349 if (minx
> numbers
[i
].points
[j
].x
) minx
= numbers
[i
].points
[j
].x
;
350 if (miny
> numbers
[i
].points
[j
].y
) miny
= numbers
[i
].points
[j
].y
;
351 if (maxx
< numbers
[i
].points
[j
].x
) maxx
= numbers
[i
].points
[j
].x
;
352 if (maxy
< numbers
[i
].points
[j
].y
) maxy
= numbers
[i
].points
[j
].y
;
356 * Now loop over all possible rectangle placements
357 * overlapping a point within that bounding rectangle;
358 * ensure each one actually contains a candidate number
359 * placement, and add it to the list.
362 rlistn
= rlistsize
= 0;
364 for (rw
= 1; rw
<= area
&& rw
<= w
; rw
++) {
373 for (y
= miny
- rh
+ 1; y
<= maxy
; y
++) {
374 if (y
< 0 || y
+rh
> h
)
377 for (x
= minx
- rw
+ 1; x
<= maxx
; x
++) {
378 if (x
< 0 || x
+rw
> w
)
382 * See if we can find a candidate number
383 * placement within this rectangle.
385 for (j
= 0; j
< numbers
[i
].npoints
; j
++)
386 if (numbers
[i
].points
[j
].x
>= x
&&
387 numbers
[i
].points
[j
].x
< x
+rw
&&
388 numbers
[i
].points
[j
].y
>= y
&&
389 numbers
[i
].points
[j
].y
< y
+rh
)
392 if (j
< numbers
[i
].npoints
) {
394 * Add this to the list of candidate
395 * placements for this rectangle.
397 if (rlistn
>= rlistsize
) {
398 rlistsize
= rlistn
+ 32;
399 rlist
= sresize(rlist
, rlistsize
, struct rect
);
403 rlist
[rlistn
].w
= rw
;
404 rlist
[rlistn
].h
= rh
;
405 #ifdef SOLVER_DIAGNOSTICS
406 printf("rect %d [area %d]: candidate position at"
407 " %d,%d w=%d h=%d\n",
408 i
, area
, x
, y
, rw
, rh
);
416 rectpositions
[i
].rects
= rlist
;
417 rectpositions
[i
].n
= rlistn
;
421 * Next, construct a multidimensional array tracking how many
422 * candidate positions for each rectangle overlap each square.
424 * Indexing of this array is by the formula
426 * overlaps[(rectindex * h + y) * w + x]
428 overlaps
= snewn(nrects
* w
* h
, int);
429 memset(overlaps
, 0, nrects
* w
* h
* sizeof(int));
430 for (i
= 0; i
< nrects
; i
++) {
433 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
436 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++)
437 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++)
438 overlaps
[(i
* h
+ yy
+rectpositions
[i
].rects
[j
].y
) * w
+
439 xx
+rectpositions
[i
].rects
[j
].x
]++;
444 * Also we want an array covering the grid once, to make it
445 * easy to figure out which squares are candidate number
446 * placements for which rectangles. (The existence of this
447 * single array assumes that no square starts off as a
448 * candidate number placement for more than one rectangle. This
449 * assumption is justified, because this solver is _either_
450 * used to solve real problems - in which case there is a
451 * single placement for every number - _or_ used to decide on
452 * number placements for a new puzzle, in which case each
453 * number's placements are confined to the intended position of
454 * the rectangle containing that number.)
456 rectbyplace
= snewn(w
* h
, int);
457 for (i
= 0; i
< w
*h
; i
++)
460 for (i
= 0; i
< nrects
; i
++) {
463 for (j
= 0; j
< numbers
[i
].npoints
; j
++) {
464 int x
= numbers
[i
].points
[j
].x
;
465 int y
= numbers
[i
].points
[j
].y
;
467 assert(rectbyplace
[y
* w
+ x
] == -1);
468 rectbyplace
[y
* w
+ x
] = i
;
472 workspace
= snewn(nrects
, int);
475 * Now run the actual deduction loop.
478 int done_something
= FALSE
;
480 #ifdef SOLVER_DIAGNOSTICS
481 printf("starting deduction loop\n");
483 for (i
= 0; i
< nrects
; i
++) {
484 printf("rect %d overlaps:\n", i
);
487 for (y
= 0; y
< h
; y
++) {
488 for (x
= 0; x
< w
; x
++) {
489 printf("%3d", overlaps
[(i
* h
+ y
) * w
+ x
]);
495 printf("rectbyplace:\n");
498 for (y
= 0; y
< h
; y
++) {
499 for (x
= 0; x
< w
; x
++) {
500 printf("%3d", rectbyplace
[y
* w
+ x
]);
508 * Housekeeping. Look for rectangles whose number has only
509 * one candidate position left, and mark that square as
510 * known if it isn't already.
512 for (i
= 0; i
< nrects
; i
++) {
513 if (numbers
[i
].npoints
== 1) {
514 int x
= numbers
[i
].points
[0].x
;
515 int y
= numbers
[i
].points
[0].y
;
516 if (overlaps
[(i
* h
+ y
) * w
+ x
] >= -1) {
519 assert(overlaps
[(i
* h
+ y
) * w
+ x
] > 0);
520 #ifdef SOLVER_DIAGNOSTICS
521 printf("marking %d,%d as known for rect %d"
522 " (sole remaining number position)\n", x
, y
, i
);
525 for (j
= 0; j
< nrects
; j
++)
526 overlaps
[(j
* h
+ y
) * w
+ x
] = -1;
528 overlaps
[(i
* h
+ y
) * w
+ x
] = -2;
534 * Now look at the intersection of all possible placements
535 * for each rectangle, and mark all squares in that
536 * intersection as known for that rectangle if they aren't
539 for (i
= 0; i
< nrects
; i
++) {
540 int minx
, miny
, maxx
, maxy
, xx
, yy
, j
;
546 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
547 int x
= rectpositions
[i
].rects
[j
].x
;
548 int y
= rectpositions
[i
].rects
[j
].y
;
549 int w
= rectpositions
[i
].rects
[j
].w
;
550 int h
= rectpositions
[i
].rects
[j
].h
;
552 if (minx
< x
) minx
= x
;
553 if (miny
< y
) miny
= y
;
554 if (maxx
> x
+w
) maxx
= x
+w
;
555 if (maxy
> y
+h
) maxy
= y
+h
;
558 for (yy
= miny
; yy
< maxy
; yy
++)
559 for (xx
= minx
; xx
< maxx
; xx
++)
560 if (overlaps
[(i
* h
+ yy
) * w
+ xx
] >= -1) {
561 assert(overlaps
[(i
* h
+ yy
) * w
+ xx
] > 0);
562 #ifdef SOLVER_DIAGNOSTICS
563 printf("marking %d,%d as known for rect %d"
564 " (intersection of all placements)\n",
568 for (j
= 0; j
< nrects
; j
++)
569 overlaps
[(j
* h
+ yy
) * w
+ xx
] = -1;
571 overlaps
[(i
* h
+ yy
) * w
+ xx
] = -2;
576 * Rectangle-focused deduction. Look at each rectangle in
577 * turn and try to rule out some of its candidate
580 for (i
= 0; i
< nrects
; i
++) {
583 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
587 for (k
= 0; k
< nrects
; k
++)
590 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++) {
591 int y
= yy
+ rectpositions
[i
].rects
[j
].y
;
592 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++) {
593 int x
= xx
+ rectpositions
[i
].rects
[j
].x
;
595 if (overlaps
[(i
* h
+ y
) * w
+ x
] == -1) {
597 * This placement overlaps a square
598 * which is _known_ to be part of
599 * another rectangle. Therefore we must
602 #ifdef SOLVER_DIAGNOSTICS
603 printf("rect %d placement at %d,%d w=%d h=%d "
604 "contains %d,%d which is known-other\n", i
,
605 rectpositions
[i
].rects
[j
].x
,
606 rectpositions
[i
].rects
[j
].y
,
607 rectpositions
[i
].rects
[j
].w
,
608 rectpositions
[i
].rects
[j
].h
,
614 if (rectbyplace
[y
* w
+ x
] != -1) {
616 * This placement overlaps one of the
617 * candidate number placements for some
618 * rectangle. Count it.
620 workspace
[rectbyplace
[y
* w
+ x
]]++;
627 * If we haven't ruled this placement out
628 * already, see if it overlaps _all_ of the
629 * candidate number placements for any
630 * rectangle. If so, we can rule it out.
632 for (k
= 0; k
< nrects
; k
++)
633 if (k
!= i
&& workspace
[k
] == numbers
[k
].npoints
) {
634 #ifdef SOLVER_DIAGNOSTICS
635 printf("rect %d placement at %d,%d w=%d h=%d "
636 "contains all number points for rect %d\n",
638 rectpositions
[i
].rects
[j
].x
,
639 rectpositions
[i
].rects
[j
].y
,
640 rectpositions
[i
].rects
[j
].w
,
641 rectpositions
[i
].rects
[j
].h
,
649 * Failing that, see if it overlaps at least
650 * one of the candidate number placements for
651 * itself! (This might not be the case if one
652 * of those number placements has been removed
655 if (!del
&& workspace
[i
] == 0) {
656 #ifdef SOLVER_DIAGNOSTICS
657 printf("rect %d placement at %d,%d w=%d h=%d "
658 "contains none of its own number points\n",
660 rectpositions
[i
].rects
[j
].x
,
661 rectpositions
[i
].rects
[j
].y
,
662 rectpositions
[i
].rects
[j
].w
,
663 rectpositions
[i
].rects
[j
].h
);
670 remove_rect_placement(w
, h
, rectpositions
, overlaps
, i
, j
);
672 j
--; /* don't skip over next placement */
674 done_something
= TRUE
;
680 * Square-focused deduction. Look at each square not marked
681 * as known, and see if there are any which can only be
682 * part of a single rectangle.
686 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
687 /* Known squares are marked as <0 everywhere, so we only need
688 * to check the overlaps entry for rect 0. */
689 if (overlaps
[y
* w
+ x
] < 0)
690 continue; /* known already */
694 for (i
= 0; i
< nrects
; i
++)
695 if (overlaps
[(i
* h
+ y
) * w
+ x
] > 0)
702 * Now we can rule out all placements for
703 * rectangle `index' which _don't_ contain
706 #ifdef SOLVER_DIAGNOSTICS
707 printf("square %d,%d can only be in rectangle %d\n",
710 for (j
= 0; j
< rectpositions
[index
].n
; j
++) {
711 struct rect
*r
= &rectpositions
[index
].rects
[j
];
712 if (x
>= r
->x
&& x
< r
->x
+ r
->w
&&
713 y
>= r
->y
&& y
< r
->y
+ r
->h
)
714 continue; /* this one is OK */
715 remove_rect_placement(w
, h
, rectpositions
, overlaps
,
717 j
--; /* don't skip over next placement */
718 done_something
= TRUE
;
725 * If we've managed to deduce anything by normal means,
726 * loop round again and see if there's more to be done.
727 * Only if normal deduction has completely failed us should
728 * we now move on to narrowing down the possible number
735 * Now we have done everything we can with the current set
736 * of number placements. So we need to winnow the number
737 * placements so as to narrow down the possibilities. We do
738 * this by searching for a candidate placement (of _any_
739 * rectangle) which overlaps a candidate placement of the
740 * number for some other rectangle.
748 int nrpns
= 0, rpnsize
= 0;
751 for (i
= 0; i
< nrects
; i
++) {
752 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
755 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++) {
756 int y
= yy
+ rectpositions
[i
].rects
[j
].y
;
757 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++) {
758 int x
= xx
+ rectpositions
[i
].rects
[j
].x
;
760 if (rectbyplace
[y
* w
+ x
] >= 0 &&
761 rectbyplace
[y
* w
+ x
] != i
) {
763 * Add this to the list of
764 * winnowing possibilities.
766 if (nrpns
>= rpnsize
) {
767 rpnsize
= rpnsize
* 3 / 2 + 32;
768 rpns
= sresize(rpns
, rpnsize
, struct rpn
);
770 rpns
[nrpns
].rect
= i
;
771 rpns
[nrpns
].placement
= j
;
772 rpns
[nrpns
].number
= rectbyplace
[y
* w
+ x
];
781 #ifdef SOLVER_DIAGNOSTICS
782 printf("%d candidate rect placements we could eliminate\n", nrpns
);
786 * Now choose one of these unwanted rectangle
787 * placements, and eliminate it.
789 int index
= random_upto(rs
, nrpns
);
791 struct rpn rpn
= rpns
[index
];
798 r
= rectpositions
[i
].rects
[j
];
801 * We rule out placement j of rectangle i by means
802 * of removing all of rectangle k's candidate
803 * number placements which do _not_ overlap it.
804 * This will ensure that it is eliminated during
805 * the next pass of rectangle-focused deduction.
807 #ifdef SOLVER_DIAGNOSTICS
808 printf("ensuring number for rect %d is within"
809 " rect %d's placement at %d,%d w=%d h=%d\n",
810 k
, i
, r
.x
, r
.y
, r
.w
, r
.h
);
813 for (m
= 0; m
< numbers
[k
].npoints
; m
++) {
814 int x
= numbers
[k
].points
[m
].x
;
815 int y
= numbers
[k
].points
[m
].y
;
817 if (x
< r
.x
|| x
>= r
.x
+ r
.w
||
818 y
< r
.y
|| y
>= r
.y
+ r
.h
) {
819 #ifdef SOLVER_DIAGNOSTICS
820 printf("eliminating number for rect %d at %d,%d\n",
823 remove_number_placement(w
, h
, &numbers
[k
],
825 m
--; /* don't skip the next one */
826 done_something
= TRUE
;
832 if (!done_something
) {
833 #ifdef SOLVER_DIAGNOSTICS
834 printf("terminating deduction loop\n");
841 for (i
= 0; i
< nrects
; i
++) {
842 #ifdef SOLVER_DIAGNOSTICS
843 printf("rect %d has %d possible placements\n",
844 i
, rectpositions
[i
].n
);
846 assert(rectpositions
[i
].n
> 0);
847 if (rectpositions
[i
].n
> 1) {
851 * Place the rectangle in its only possible position.
854 struct rect
*r
= &rectpositions
[i
].rects
[0];
856 for (y
= 0; y
< r
->h
; y
++) {
858 vedge(result
, r
->x
, r
->y
+y
) = 1;
859 if (r
->x
+r
->w
< result
->w
)
860 vedge(result
, r
->x
+r
->w
, r
->y
+y
) = 1;
862 for (x
= 0; x
< r
->w
; x
++) {
864 hedge(result
, r
->x
+x
, r
->y
) = 1;
865 if (r
->y
+r
->h
< result
->h
)
866 hedge(result
, r
->x
+x
, r
->y
+r
->h
) = 1;
872 * Free up all allocated storage.
877 for (i
= 0; i
< nrects
; i
++)
878 sfree(rectpositions
[i
].rects
);
879 sfree(rectpositions
);
884 /* ----------------------------------------------------------------------
885 * Grid generation code.
888 static struct rectlist
*get_rectlist(game_params
*params
, int *grid
)
893 struct rect
*rects
= NULL
;
894 int nrects
= 0, rectsize
= 0;
897 * Maximum rectangle area is 1/6 of total grid size, unless
898 * this means we can't place any rectangles at all in which
899 * case we set it to 2 at minimum.
901 maxarea
= params
->w
* params
->h
/ 6;
905 for (rw
= 1; rw
<= params
->w
; rw
++)
906 for (rh
= 1; rh
<= params
->h
; rh
++) {
907 if (rw
* rh
> maxarea
)
911 for (x
= 0; x
<= params
->w
- rw
; x
++)
912 for (y
= 0; y
<= params
->h
- rh
; y
++) {
913 if (nrects
>= rectsize
) {
914 rectsize
= nrects
+ 256;
915 rects
= sresize(rects
, rectsize
, struct rect
);
920 rects
[nrects
].w
= rw
;
921 rects
[nrects
].h
= rh
;
927 struct rectlist
*ret
;
928 ret
= snew(struct rectlist
);
933 assert(rects
== NULL
); /* hence no need to free */
938 static void free_rectlist(struct rectlist
*list
)
944 static void place_rect(game_params
*params
, int *grid
, struct rect r
)
946 int idx
= INDEX(params
, r
.x
, r
.y
);
949 for (x
= r
.x
; x
< r
.x
+r
.w
; x
++)
950 for (y
= r
.y
; y
< r
.y
+r
.h
; y
++) {
951 index(params
, grid
, x
, y
) = idx
;
953 #ifdef GENERATION_DIAGNOSTICS
954 printf(" placing rectangle at (%d,%d) size %d x %d\n",
959 static struct rect
find_rect(game_params
*params
, int *grid
, int x
, int y
)
965 * Find the top left of the rectangle.
967 idx
= index(params
, grid
, x
, y
);
973 return r
; /* 1x1 singleton here */
980 * Find the width and height of the rectangle.
983 (x
+w
< params
->w
&& index(params
,grid
,x
+w
,y
)==idx
);
986 (y
+h
< params
->h
&& index(params
,grid
,x
,y
+h
)==idx
);
997 #ifdef GENERATION_DIAGNOSTICS
998 static void display_grid(game_params
*params
, int *grid
, int *numbers
, int all
)
1000 unsigned char *egrid
= snewn((params
->w
*2+3) * (params
->h
*2+3),
1003 int r
= (params
->w
*2+3);
1005 memset(egrid
, 0, (params
->w
*2+3) * (params
->h
*2+3));
1007 for (x
= 0; x
< params
->w
; x
++)
1008 for (y
= 0; y
< params
->h
; y
++) {
1009 int i
= index(params
, grid
, x
, y
);
1010 if (x
== 0 || index(params
, grid
, x
-1, y
) != i
)
1011 egrid
[(2*y
+2) * r
+ (2*x
+1)] = 1;
1012 if (x
== params
->w
-1 || index(params
, grid
, x
+1, y
) != i
)
1013 egrid
[(2*y
+2) * r
+ (2*x
+3)] = 1;
1014 if (y
== 0 || index(params
, grid
, x
, y
-1) != i
)
1015 egrid
[(2*y
+1) * r
+ (2*x
+2)] = 1;
1016 if (y
== params
->h
-1 || index(params
, grid
, x
, y
+1) != i
)
1017 egrid
[(2*y
+3) * r
+ (2*x
+2)] = 1;
1020 for (y
= 1; y
< 2*params
->h
+2; y
++) {
1021 for (x
= 1; x
< 2*params
->w
+2; x
++) {
1023 int k
= numbers ?
index(params
, numbers
, x
/2-1, y
/2-1) : 0;
1024 if (k
|| (all
&& numbers
)) printf("%2d", k
); else printf(" ");
1025 } else if (!((y
&x
)&1)) {
1026 int v
= egrid
[y
*r
+x
];
1027 if ((y
&1) && v
) v
= '-';
1028 if ((x
&1) && v
) v
= '|';
1031 if (!(x
&1)) putchar(v
);
1034 if (egrid
[y
*r
+(x
+1)]) d
|= 1;
1035 if (egrid
[(y
-1)*r
+x
]) d
|= 2;
1036 if (egrid
[y
*r
+(x
-1)]) d
|= 4;
1037 if (egrid
[(y
+1)*r
+x
]) d
|= 8;
1038 c
= " ??+?-++?+|+++++"[d
];
1040 if (!(x
&1)) putchar(c
);
1050 struct game_aux_info
{
1052 unsigned char *vedge
; /* (w+1) x h */
1053 unsigned char *hedge
; /* w x (h+1) */
1056 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1057 game_aux_info
**aux
, int interactive
)
1059 int *grid
, *numbers
= NULL
;
1060 struct rectlist
*list
;
1061 int x
, y
, y2
, y2last
, yx
, run
, i
;
1063 game_params params2real
, *params2
= ¶ms2real
;
1067 * Set up the smaller width and height which we will use to
1068 * generate the base grid.
1070 params2
->w
= params
->w
/ (1.0F
+ params
->expandfactor
);
1071 if (params2
->w
< 2 && params
->w
>= 2) params2
->w
= 2;
1072 params2
->h
= params
->h
/ (1.0F
+ params
->expandfactor
);
1073 if (params2
->h
< 2 && params
->h
>= 2) params2
->h
= 2;
1075 grid
= snewn(params2
->w
* params2
->h
, int);
1077 for (y
= 0; y
< params2
->h
; y
++)
1078 for (x
= 0; x
< params2
->w
; x
++) {
1079 index(params2
, grid
, x
, y
) = -1;
1082 list
= get_rectlist(params2
, grid
);
1083 assert(list
!= NULL
);
1086 * Place rectangles until we can't any more.
1088 while (list
->n
> 0) {
1093 * Pick a random rectangle.
1095 i
= random_upto(rs
, list
->n
);
1101 place_rect(params2
, grid
, r
);
1104 * Winnow the list by removing any rectangles which
1108 for (i
= 0; i
< list
->n
; i
++) {
1109 struct rect s
= list
->rects
[i
];
1110 if (s
.x
+s
.w
<= r
.x
|| r
.x
+r
.w
<= s
.x
||
1111 s
.y
+s
.h
<= r
.y
|| r
.y
+r
.h
<= s
.y
)
1112 list
->rects
[m
++] = s
;
1117 free_rectlist(list
);
1120 * Deal with singleton spaces remaining in the grid, one by
1123 * We do this by making a local change to the layout. There are
1124 * several possibilities:
1126 * +-----+-----+ Here, we can remove the singleton by
1127 * | | | extending the 1x2 rectangle below it
1128 * +--+--+-----+ into a 1x3.
1136 * +--+--+--+ Here, that trick doesn't work: there's no
1137 * | | | 1 x n rectangle with the singleton at one
1138 * | | | end. Instead, we extend a 1 x n rectangle
1139 * | | | _out_ from the singleton, shaving a layer
1140 * +--+--+ | off the end of another rectangle. So if we
1141 * | | | | extended up, we'd make our singleton part
1142 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
1143 * | | | used to be; or we could extend right into
1144 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
1146 * +-----+--+ Here, we can't even do _that_, since any
1147 * | | | direction we choose to extend the singleton
1148 * +--+--+ | will produce a new singleton as a result of
1149 * | | | | truncating one of the size-2 rectangles.
1150 * | +--+--+ Fortunately, this case can _only_ occur when
1151 * | | | a singleton is surrounded by four size-2s
1152 * +--+-----+ in this fashion; so instead we can simply
1153 * replace the whole section with a single 3x3.
1155 for (x
= 0; x
< params2
->w
; x
++) {
1156 for (y
= 0; y
< params2
->h
; y
++) {
1157 if (index(params2
, grid
, x
, y
) < 0) {
1160 #ifdef GENERATION_DIAGNOSTICS
1161 display_grid(params2
, grid
, NULL
, FALSE
);
1162 printf("singleton at %d,%d\n", x
, y
);
1166 * Check in which directions we can feasibly extend
1167 * the singleton. We can extend in a particular
1168 * direction iff either:
1170 * - the rectangle on that side of the singleton
1171 * is not 2x1, and we are at one end of the edge
1172 * of it we are touching
1174 * - it is 2x1 but we are on its short side.
1176 * FIXME: we could plausibly choose between these
1177 * based on the sizes of the rectangles they would
1181 if (x
< params2
->w
-1) {
1182 struct rect r
= find_rect(params2
, grid
, x
+1, y
);
1183 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
1184 dirs
[ndirs
++] = 1; /* right */
1187 struct rect r
= find_rect(params2
, grid
, x
, y
-1);
1188 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
1189 dirs
[ndirs
++] = 2; /* up */
1192 struct rect r
= find_rect(params2
, grid
, x
-1, y
);
1193 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
1194 dirs
[ndirs
++] = 4; /* left */
1196 if (y
< params2
->h
-1) {
1197 struct rect r
= find_rect(params2
, grid
, x
, y
+1);
1198 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
1199 dirs
[ndirs
++] = 8; /* down */
1206 which
= random_upto(rs
, ndirs
);
1211 assert(x
< params2
->w
+1);
1212 #ifdef GENERATION_DIAGNOSTICS
1213 printf("extending right\n");
1215 r1
= find_rect(params2
, grid
, x
+1, y
);
1226 #ifdef GENERATION_DIAGNOSTICS
1227 printf("extending up\n");
1229 r1
= find_rect(params2
, grid
, x
, y
-1);
1240 #ifdef GENERATION_DIAGNOSTICS
1241 printf("extending left\n");
1243 r1
= find_rect(params2
, grid
, x
-1, y
);
1253 assert(y
< params2
->h
+1);
1254 #ifdef GENERATION_DIAGNOSTICS
1255 printf("extending down\n");
1257 r1
= find_rect(params2
, grid
, x
, y
+1);
1267 if (r1
.h
> 0 && r1
.w
> 0)
1268 place_rect(params2
, grid
, r1
);
1269 place_rect(params2
, grid
, r2
);
1273 * Sanity-check that there really is a 3x3
1274 * rectangle surrounding this singleton and it
1275 * contains absolutely everything we could
1280 assert(x
> 0 && x
< params2
->w
-1);
1281 assert(y
> 0 && y
< params2
->h
-1);
1283 for (xx
= x
-1; xx
<= x
+1; xx
++)
1284 for (yy
= y
-1; yy
<= y
+1; yy
++) {
1285 struct rect r
= find_rect(params2
,grid
,xx
,yy
);
1288 assert(r
.x
+r
.w
-1 <= x
+1);
1289 assert(r
.y
+r
.h
-1 <= y
+1);
1294 #ifdef GENERATION_DIAGNOSTICS
1295 printf("need the 3x3 trick\n");
1299 * FIXME: If the maximum rectangle area for
1300 * this grid is less than 9, we ought to
1301 * subdivide the 3x3 in some fashion. There are
1302 * five other possibilities:
1305 * - a 4, a 3 and a 2
1307 * - a 3 and three 2s (two different arrangements).
1315 place_rect(params2
, grid
, r
);
1323 * We have now constructed a grid of the size specified in
1324 * params2. Now we extend it into a grid of the size specified
1325 * in params. We do this in two passes: we extend it vertically
1326 * until it's the right height, then we transpose it, then
1327 * extend it vertically again (getting it effectively the right
1328 * width), then finally transpose again.
1330 for (i
= 0; i
< 2; i
++) {
1331 int *grid2
, *expand
, *where
;
1332 game_params params3real
, *params3
= ¶ms3real
;
1334 #ifdef GENERATION_DIAGNOSTICS
1335 printf("before expansion:\n");
1336 display_grid(params2
, grid
, NULL
, TRUE
);
1340 * Set up the new grid.
1342 grid2
= snewn(params2
->w
* params
->h
, int);
1343 expand
= snewn(params2
->h
-1, int);
1344 where
= snewn(params2
->w
, int);
1345 params3
->w
= params2
->w
;
1346 params3
->h
= params
->h
;
1349 * Decide which horizontal edges are going to get expanded,
1352 for (y
= 0; y
< params2
->h
-1; y
++)
1354 for (y
= params2
->h
; y
< params
->h
; y
++) {
1355 x
= random_upto(rs
, params2
->h
-1);
1359 #ifdef GENERATION_DIAGNOSTICS
1360 printf("expand[] = {");
1361 for (y
= 0; y
< params2
->h
-1; y
++)
1362 printf(" %d", expand
[y
]);
1367 * Perform the expansion. The way this works is that we
1370 * - copy a row from grid into grid2
1372 * - invent some number of additional rows in grid2 where
1373 * there was previously only a horizontal line between
1374 * rows in grid, and make random decisions about where
1375 * among these to place each rectangle edge that ran
1378 for (y
= y2
= y2last
= 0; y
< params2
->h
; y
++) {
1380 * Copy a single line from row y of grid into row y2 of
1383 for (x
= 0; x
< params2
->w
; x
++) {
1384 int val
= index(params2
, grid
, x
, y
);
1385 if (val
/ params2
->w
== y
&& /* rect starts on this line */
1386 (y2
== 0 || /* we're at the very top, or... */
1387 index(params3
, grid2
, x
, y2
-1) / params3
->w
< y2last
1388 /* this rect isn't already started */))
1389 index(params3
, grid2
, x
, y2
) =
1390 INDEX(params3
, val
% params2
->w
, y2
);
1392 index(params3
, grid2
, x
, y2
) =
1393 index(params3
, grid2
, x
, y2
-1);
1397 * If that was the last line, terminate the loop early.
1399 if (++y2
== params3
->h
)
1405 * Invent some number of additional lines. First walk
1406 * along this line working out where to put all the
1407 * edges that coincide with it.
1410 for (x
= 0; x
< params2
->w
; x
++) {
1411 if (index(params2
, grid
, x
, y
) !=
1412 index(params2
, grid
, x
, y
+1)) {
1414 * This is a horizontal edge, so it needs
1418 (index(params2
, grid
, x
-1, y
) !=
1419 index(params2
, grid
, x
, y
) &&
1420 index(params2
, grid
, x
-1, y
+1) !=
1421 index(params2
, grid
, x
, y
+1))) {
1423 * Here we have the chance to make a new
1426 yx
= random_upto(rs
, expand
[y
]+1);
1429 * Here we just reuse the previous value of
1438 for (yx
= 0; yx
< expand
[y
]; yx
++) {
1440 * Invent a single row. For each square in the row,
1441 * we copy the grid entry from the square above it,
1442 * unless we're starting the new rectangle here.
1444 for (x
= 0; x
< params2
->w
; x
++) {
1445 if (yx
== where
[x
]) {
1446 int val
= index(params2
, grid
, x
, y
+1);
1448 val
= INDEX(params3
, val
, y2
);
1449 index(params3
, grid2
, x
, y2
) = val
;
1451 index(params3
, grid2
, x
, y2
) =
1452 index(params3
, grid2
, x
, y2
-1);
1462 #ifdef GENERATION_DIAGNOSTICS
1463 printf("after expansion:\n");
1464 display_grid(params3
, grid2
, NULL
, TRUE
);
1469 params2
->w
= params3
->h
;
1470 params2
->h
= params3
->w
;
1472 grid
= snewn(params2
->w
* params2
->h
, int);
1473 for (x
= 0; x
< params2
->w
; x
++)
1474 for (y
= 0; y
< params2
->h
; y
++) {
1475 int idx1
= INDEX(params2
, x
, y
);
1476 int idx2
= INDEX(params3
, y
, x
);
1480 tmp
= (tmp
% params3
->w
) * params2
->w
+ (tmp
/ params3
->w
);
1489 params
->w
= params
->h
;
1493 #ifdef GENERATION_DIAGNOSTICS
1494 printf("after transposition:\n");
1495 display_grid(params2
, grid
, NULL
, TRUE
);
1500 * Run the solver to narrow down the possible number
1504 struct numberdata
*nd
;
1505 int nnumbers
, i
, ret
;
1507 /* Count the rectangles. */
1509 for (y
= 0; y
< params
->h
; y
++) {
1510 for (x
= 0; x
< params
->w
; x
++) {
1511 int idx
= INDEX(params
, x
, y
);
1512 if (index(params
, grid
, x
, y
) == idx
)
1517 nd
= snewn(nnumbers
, struct numberdata
);
1519 /* Now set up each number's candidate position list. */
1521 for (y
= 0; y
< params
->h
; y
++) {
1522 for (x
= 0; x
< params
->w
; x
++) {
1523 int idx
= INDEX(params
, x
, y
);
1524 if (index(params
, grid
, x
, y
) == idx
) {
1525 struct rect r
= find_rect(params
, grid
, x
, y
);
1528 nd
[i
].area
= r
.w
* r
.h
;
1529 nd
[i
].npoints
= nd
[i
].area
;
1530 nd
[i
].points
= snewn(nd
[i
].npoints
, struct point
);
1532 for (j
= 0; j
< r
.h
; j
++)
1533 for (k
= 0; k
< r
.w
; k
++) {
1534 nd
[i
].points
[m
].x
= k
+ r
.x
;
1535 nd
[i
].points
[m
].y
= j
+ r
.y
;
1538 assert(m
== nd
[i
].npoints
);
1546 ret
= rect_solver(params
->w
, params
->h
, nnumbers
, nd
,
1549 ret
= TRUE
; /* allow any number placement at all */
1553 * Now place the numbers according to the solver's
1556 numbers
= snewn(params
->w
* params
->h
, int);
1558 for (y
= 0; y
< params
->h
; y
++)
1559 for (x
= 0; x
< params
->w
; x
++) {
1560 index(params
, numbers
, x
, y
) = 0;
1563 for (i
= 0; i
< nnumbers
; i
++) {
1564 int idx
= random_upto(rs
, nd
[i
].npoints
);
1565 int x
= nd
[i
].points
[idx
].x
;
1566 int y
= nd
[i
].points
[idx
].y
;
1567 index(params
,numbers
,x
,y
) = nd
[i
].area
;
1574 for (i
= 0; i
< nnumbers
; i
++)
1575 sfree(nd
[i
].points
);
1579 * If we've succeeded, then terminate the loop.
1586 * Give up and go round again.
1592 * Store the rectangle data in the game_aux_info.
1595 game_aux_info
*ai
= snew(game_aux_info
);
1599 ai
->vedge
= snewn(ai
->w
* ai
->h
, unsigned char);
1600 ai
->hedge
= snewn(ai
->w
* ai
->h
, unsigned char);
1602 for (y
= 0; y
< params
->h
; y
++)
1603 for (x
= 1; x
< params
->w
; x
++) {
1605 index(params
, grid
, x
, y
) != index(params
, grid
, x
-1, y
);
1607 for (y
= 1; y
< params
->h
; y
++)
1608 for (x
= 0; x
< params
->w
; x
++) {
1610 index(params
, grid
, x
, y
) != index(params
, grid
, x
, y
-1);
1616 #ifdef GENERATION_DIAGNOSTICS
1617 display_grid(params
, grid
, numbers
, FALSE
);
1620 desc
= snewn(11 * params
->w
* params
->h
, char);
1623 for (i
= 0; i
<= params
->w
* params
->h
; i
++) {
1624 int n
= (i
< params
->w
* params
->h ? numbers
[i
] : -1);
1631 int c
= 'a' - 1 + run
;
1635 run
-= c
- ('a' - 1);
1639 * If there's a number in the very top left or
1640 * bottom right, there's no point putting an
1641 * unnecessary _ before or after it.
1643 if (p
> desc
&& n
> 0)
1647 p
+= sprintf(p
, "%d", n
);
1659 static void game_free_aux_info(game_aux_info
*ai
)
1666 static char *validate_desc(game_params
*params
, char *desc
)
1668 int area
= params
->w
* params
->h
;
1673 if (n
>= 'a' && n
<= 'z') {
1674 squares
+= n
- 'a' + 1;
1675 } else if (n
== '_') {
1677 } else if (n
> '0' && n
<= '9') {
1679 while (*desc
>= '0' && *desc
<= '9')
1682 return "Invalid character in game description";
1686 return "Not enough data to fill grid";
1689 return "Too much data to fit in grid";
1694 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
1696 game_state
*state
= snew(game_state
);
1699 state
->w
= params
->w
;
1700 state
->h
= params
->h
;
1702 area
= state
->w
* state
->h
;
1704 state
->grid
= snewn(area
, int);
1705 state
->vedge
= snewn(area
, unsigned char);
1706 state
->hedge
= snewn(area
, unsigned char);
1707 state
->completed
= state
->cheated
= FALSE
;
1712 if (n
>= 'a' && n
<= 'z') {
1713 int run
= n
- 'a' + 1;
1714 assert(i
+ run
<= area
);
1716 state
->grid
[i
++] = 0;
1717 } else if (n
== '_') {
1719 } else if (n
> '0' && n
<= '9') {
1721 state
->grid
[i
++] = atoi(desc
-1);
1722 while (*desc
>= '0' && *desc
<= '9')
1725 assert(!"We can't get here");
1730 for (y
= 0; y
< state
->h
; y
++)
1731 for (x
= 0; x
< state
->w
; x
++)
1732 vedge(state
,x
,y
) = hedge(state
,x
,y
) = 0;
1737 static game_state
*dup_game(game_state
*state
)
1739 game_state
*ret
= snew(game_state
);
1744 ret
->vedge
= snewn(state
->w
* state
->h
, unsigned char);
1745 ret
->hedge
= snewn(state
->w
* state
->h
, unsigned char);
1746 ret
->grid
= snewn(state
->w
* state
->h
, int);
1748 ret
->completed
= state
->completed
;
1749 ret
->cheated
= state
->cheated
;
1751 memcpy(ret
->grid
, state
->grid
, state
->w
* state
->h
* sizeof(int));
1752 memcpy(ret
->vedge
, state
->vedge
, state
->w
*state
->h
*sizeof(unsigned char));
1753 memcpy(ret
->hedge
, state
->hedge
, state
->w
*state
->h
*sizeof(unsigned char));
1758 static void free_game(game_state
*state
)
1761 sfree(state
->vedge
);
1762 sfree(state
->hedge
);
1766 static game_state
*solve_game(game_state
*state
, game_aux_info
*ai
,
1773 struct numberdata
*nd
;
1776 * Attempt the in-built solver.
1779 /* Set up each number's (very short) candidate position list. */
1780 for (i
= n
= 0; i
< state
->h
* state
->w
; i
++)
1784 nd
= snewn(n
, struct numberdata
);
1786 for (i
= j
= 0; i
< state
->h
* state
->w
; i
++)
1787 if (state
->grid
[i
]) {
1788 nd
[j
].area
= state
->grid
[i
];
1790 nd
[j
].points
= snewn(1, struct point
);
1791 nd
[j
].points
[0].x
= i
% state
->w
;
1792 nd
[j
].points
[0].y
= i
/ state
->w
;
1798 ret
= dup_game(state
);
1799 ret
->cheated
= TRUE
;
1801 rect_solver(state
->w
, state
->h
, n
, nd
, ret
, NULL
);
1806 for (i
= 0; i
< n
; i
++)
1807 sfree(nd
[i
].points
);
1813 assert(state
->w
== ai
->w
);
1814 assert(state
->h
== ai
->h
);
1816 ret
= dup_game(state
);
1817 memcpy(ret
->vedge
, ai
->vedge
, ai
->w
* ai
->h
* sizeof(unsigned char));
1818 memcpy(ret
->hedge
, ai
->hedge
, ai
->w
* ai
->h
* sizeof(unsigned char));
1819 ret
->cheated
= TRUE
;
1824 static char *game_text_format(game_state
*state
)
1826 char *ret
, *p
, buf
[80];
1827 int i
, x
, y
, col
, maxlen
;
1830 * First determine the number of spaces required to display a
1831 * number. We'll use at least two, because one looks a bit
1835 for (i
= 0; i
< state
->w
* state
->h
; i
++) {
1836 x
= sprintf(buf
, "%d", state
->grid
[i
]);
1837 if (col
< x
) col
= x
;
1841 * Now we know the exact total size of the grid we're going to
1842 * produce: it's got 2*h+1 rows, each containing w lots of col,
1843 * w+1 boundary characters and a trailing newline.
1845 maxlen
= (2*state
->h
+1) * (state
->w
* (col
+1) + 2);
1847 ret
= snewn(maxlen
+1, char);
1850 for (y
= 0; y
<= 2*state
->h
; y
++) {
1851 for (x
= 0; x
<= 2*state
->w
; x
++) {
1856 int v
= grid(state
, x
/2, y
/2);
1858 sprintf(buf
, "%*d", col
, v
);
1860 sprintf(buf
, "%*s", col
, "");
1861 memcpy(p
, buf
, col
);
1865 * Display a horizontal edge or nothing.
1867 int h
= (y
==0 || y
==2*state
->h ?
1 :
1868 HRANGE(state
, x
/2, y
/2) && hedge(state
, x
/2, y
/2));
1874 for (i
= 0; i
< col
; i
++)
1878 * Display a vertical edge or nothing.
1880 int v
= (x
==0 || x
==2*state
->w ?
1 :
1881 VRANGE(state
, x
/2, y
/2) && vedge(state
, x
/2, y
/2));
1888 * Display a corner, or a vertical edge, or a
1889 * horizontal edge, or nothing.
1891 int hl
= (y
==0 || y
==2*state
->h ?
1 :
1892 HRANGE(state
, (x
-1)/2, y
/2) && hedge(state
, (x
-1)/2, y
/2));
1893 int hr
= (y
==0 || y
==2*state
->h ?
1 :
1894 HRANGE(state
, (x
+1)/2, y
/2) && hedge(state
, (x
+1)/2, y
/2));
1895 int vu
= (x
==0 || x
==2*state
->w ?
1 :
1896 VRANGE(state
, x
/2, (y
-1)/2) && vedge(state
, x
/2, (y
-1)/2));
1897 int vd
= (x
==0 || x
==2*state
->w ?
1 :
1898 VRANGE(state
, x
/2, (y
+1)/2) && vedge(state
, x
/2, (y
+1)/2));
1899 if (!hl
&& !hr
&& !vu
&& !vd
)
1901 else if (hl
&& hr
&& !vu
&& !vd
)
1903 else if (!hl
&& !hr
&& vu
&& vd
)
1912 assert(p
- ret
== maxlen
);
1917 static unsigned char *get_correct(game_state
*state
)
1922 ret
= snewn(state
->w
* state
->h
, unsigned char);
1923 memset(ret
, 0xFF, state
->w
* state
->h
);
1925 for (x
= 0; x
< state
->w
; x
++)
1926 for (y
= 0; y
< state
->h
; y
++)
1927 if (index(state
,ret
,x
,y
) == 0xFF) {
1930 int num
, area
, valid
;
1933 * Find a rectangle starting at this point.
1936 while (x
+rw
< state
->w
&& !vedge(state
,x
+rw
,y
))
1939 while (y
+rh
< state
->h
&& !hedge(state
,x
,y
+rh
))
1943 * We know what the dimensions of the rectangle
1944 * should be if it's there at all. Find out if we
1945 * really have a valid rectangle.
1948 /* Check the horizontal edges. */
1949 for (xx
= x
; xx
< x
+rw
; xx
++) {
1950 for (yy
= y
; yy
<= y
+rh
; yy
++) {
1951 int e
= !HRANGE(state
,xx
,yy
) || hedge(state
,xx
,yy
);
1952 int ec
= (yy
== y
|| yy
== y
+rh
);
1957 /* Check the vertical edges. */
1958 for (yy
= y
; yy
< y
+rh
; yy
++) {
1959 for (xx
= x
; xx
<= x
+rw
; xx
++) {
1960 int e
= !VRANGE(state
,xx
,yy
) || vedge(state
,xx
,yy
);
1961 int ec
= (xx
== x
|| xx
== x
+rw
);
1968 * If this is not a valid rectangle with no other
1969 * edges inside it, we just mark this square as not
1970 * complete and proceed to the next square.
1973 index(state
, ret
, x
, y
) = 0;
1978 * We have a rectangle. Now see what its area is,
1979 * and how many numbers are in it.
1983 for (xx
= x
; xx
< x
+rw
; xx
++) {
1984 for (yy
= y
; yy
< y
+rh
; yy
++) {
1986 if (grid(state
,xx
,yy
)) {
1988 valid
= FALSE
; /* two numbers */
1989 num
= grid(state
,xx
,yy
);
1997 * Now fill in the whole rectangle based on the
2000 for (xx
= x
; xx
< x
+rw
; xx
++) {
2001 for (yy
= y
; yy
< y
+rh
; yy
++) {
2002 index(state
, ret
, xx
, yy
) = valid
;
2012 * These coordinates are 2 times the obvious grid coordinates.
2013 * Hence, the top left of the grid is (0,0), the grid point to
2014 * the right of that is (2,0), the one _below that_ is (2,2)
2015 * and so on. This is so that we can specify a drag start point
2016 * on an edge (one odd coordinate) or in the middle of a square
2017 * (two odd coordinates) rather than always at a corner.
2019 * -1,-1 means no drag is in progress.
2026 * This flag is set as soon as a dragging action moves the
2027 * mouse pointer away from its starting point, so that even if
2028 * the pointer _returns_ to its starting point the action is
2029 * treated as a small drag rather than a click.
2034 static game_ui
*new_ui(game_state
*state
)
2036 game_ui
*ui
= snew(game_ui
);
2037 ui
->drag_start_x
= -1;
2038 ui
->drag_start_y
= -1;
2039 ui
->drag_end_x
= -1;
2040 ui
->drag_end_y
= -1;
2041 ui
->dragged
= FALSE
;
2045 static void free_ui(game_ui
*ui
)
2050 static void coord_round(float x
, float y
, int *xr
, int *yr
)
2052 float xs
, ys
, xv
, yv
, dx
, dy
, dist
;
2055 * Find the nearest square-centre.
2057 xs
= (float)floor(x
) + 0.5F
;
2058 ys
= (float)floor(y
) + 0.5F
;
2061 * And find the nearest grid vertex.
2063 xv
= (float)floor(x
+ 0.5F
);
2064 yv
= (float)floor(y
+ 0.5F
);
2067 * We allocate clicks in parts of the grid square to either
2068 * corners, edges or square centres, as follows:
2084 * In other words: we measure the square distance (i.e.
2085 * max(dx,dy)) from the click to the nearest corner, and if
2086 * it's within CORNER_TOLERANCE then we return a corner click.
2087 * We measure the square distance from the click to the nearest
2088 * centre, and if that's within CENTRE_TOLERANCE we return a
2089 * centre click. Failing that, we find which of the two edge
2090 * centres is nearer to the click and return that edge.
2094 * Check for corner click.
2096 dx
= (float)fabs(x
- xv
);
2097 dy
= (float)fabs(y
- yv
);
2098 dist
= (dx
> dy ? dx
: dy
);
2099 if (dist
< CORNER_TOLERANCE
) {
2104 * Check for centre click.
2106 dx
= (float)fabs(x
- xs
);
2107 dy
= (float)fabs(y
- ys
);
2108 dist
= (dx
> dy ? dx
: dy
);
2109 if (dist
< CENTRE_TOLERANCE
) {
2110 *xr
= 1 + 2 * (int)xs
;
2111 *yr
= 1 + 2 * (int)ys
;
2114 * Failing both of those, see which edge we're closer to.
2115 * Conveniently, this is simply done by testing the relative
2116 * magnitude of dx and dy (which are currently distances from
2117 * the square centre).
2120 /* Vertical edge: x-coord of corner,
2121 * y-coord of square centre. */
2123 *yr
= 1 + 2 * (int)ys
;
2125 /* Horizontal edge: x-coord of square centre,
2126 * y-coord of corner. */
2127 *xr
= 1 + 2 * (int)xs
;
2134 static void ui_draw_rect(game_state
*state
, game_ui
*ui
,
2135 unsigned char *hedge
, unsigned char *vedge
, int c
)
2137 int x1
, x2
, y1
, y2
, x
, y
, t
;
2139 x1
= ui
->drag_start_x
;
2140 x2
= ui
->drag_end_x
;
2141 if (x2
< x1
) { t
= x1
; x1
= x2
; x2
= t
; }
2143 y1
= ui
->drag_start_y
;
2144 y2
= ui
->drag_end_y
;
2145 if (y2
< y1
) { t
= y1
; y1
= y2
; y2
= t
; }
2147 x1
= x1
/ 2; /* rounds down */
2148 x2
= (x2
+1) / 2; /* rounds up */
2149 y1
= y1
/ 2; /* rounds down */
2150 y2
= (y2
+1) / 2; /* rounds up */
2153 * Draw horizontal edges of rectangles.
2155 for (x
= x1
; x
< x2
; x
++)
2156 for (y
= y1
; y
<= y2
; y
++)
2157 if (HRANGE(state
,x
,y
)) {
2158 int val
= index(state
,hedge
,x
,y
);
2159 if (y
== y1
|| y
== y2
)
2163 index(state
,hedge
,x
,y
) = val
;
2167 * Draw vertical edges of rectangles.
2169 for (y
= y1
; y
< y2
; y
++)
2170 for (x
= x1
; x
<= x2
; x
++)
2171 if (VRANGE(state
,x
,y
)) {
2172 int val
= index(state
,vedge
,x
,y
);
2173 if (x
== x1
|| x
== x2
)
2177 index(state
,vedge
,x
,y
) = val
;
2181 static game_state
*make_move(game_state
*from
, game_ui
*ui
,
2182 int x
, int y
, int button
)
2185 int startdrag
= FALSE
, enddrag
= FALSE
, active
= FALSE
;
2188 button
&= ~MOD_MASK
;
2190 if (button
== LEFT_BUTTON
) {
2192 } else if (button
== LEFT_RELEASE
) {
2194 } else if (button
!= LEFT_DRAG
) {
2198 coord_round(FROMCOORD((float)x
), FROMCOORD((float)y
), &xc
, &yc
);
2201 ui
->drag_start_x
= xc
;
2202 ui
->drag_start_y
= yc
;
2203 ui
->drag_end_x
= xc
;
2204 ui
->drag_end_y
= yc
;
2205 ui
->dragged
= FALSE
;
2209 if (xc
!= ui
->drag_end_x
|| yc
!= ui
->drag_end_y
) {
2210 ui
->drag_end_x
= xc
;
2211 ui
->drag_end_y
= yc
;
2219 if (xc
>= 0 && xc
<= 2*from
->w
&&
2220 yc
>= 0 && yc
<= 2*from
->h
) {
2221 ret
= dup_game(from
);
2224 ui_draw_rect(ret
, ui
, ret
->hedge
, ret
->vedge
, 1);
2226 if ((xc
& 1) && !(yc
& 1) && HRANGE(from
,xc
/2,yc
/2)) {
2227 hedge(ret
,xc
/2,yc
/2) = !hedge(ret
,xc
/2,yc
/2);
2229 if ((yc
& 1) && !(xc
& 1) && VRANGE(from
,xc
/2,yc
/2)) {
2230 vedge(ret
,xc
/2,yc
/2) = !vedge(ret
,xc
/2,yc
/2);
2234 if (!memcmp(ret
->hedge
, from
->hedge
, from
->w
*from
->h
) &&
2235 !memcmp(ret
->vedge
, from
->vedge
, from
->w
*from
->h
)) {
2241 * We've made a real change to the grid. Check to see
2242 * if the game has been completed.
2244 if (ret
&& !ret
->completed
) {
2246 unsigned char *correct
= get_correct(ret
);
2249 for (x
= 0; x
< ret
->w
; x
++)
2250 for (y
= 0; y
< ret
->h
; y
++)
2251 if (!index(ret
, correct
, x
, y
))
2257 ret
->completed
= TRUE
;
2261 ui
->drag_start_x
= -1;
2262 ui
->drag_start_y
= -1;
2263 ui
->drag_end_x
= -1;
2264 ui
->drag_end_y
= -1;
2265 ui
->dragged
= FALSE
;
2270 return ret
; /* a move has been made */
2272 return from
; /* UI activity has occurred */
2277 /* ----------------------------------------------------------------------
2281 #define CORRECT 65536
2283 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
2284 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
2285 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
2287 struct game_drawstate
{
2290 unsigned int *visible
;
2293 static void game_size(game_params
*params
, int *x
, int *y
)
2295 *x
= params
->w
* TILE_SIZE
+ 2*BORDER
+ 1;
2296 *y
= params
->h
* TILE_SIZE
+ 2*BORDER
+ 1;
2299 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2301 float *ret
= snewn(3 * NCOLOURS
, float);
2303 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2305 ret
[COL_GRID
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
2306 ret
[COL_GRID
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
2307 ret
[COL_GRID
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
2309 ret
[COL_DRAG
* 3 + 0] = 1.0F
;
2310 ret
[COL_DRAG
* 3 + 1] = 0.0F
;
2311 ret
[COL_DRAG
* 3 + 2] = 0.0F
;
2313 ret
[COL_CORRECT
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
2314 ret
[COL_CORRECT
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
2315 ret
[COL_CORRECT
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
2317 ret
[COL_LINE
* 3 + 0] = 0.0F
;
2318 ret
[COL_LINE
* 3 + 1] = 0.0F
;
2319 ret
[COL_LINE
* 3 + 2] = 0.0F
;
2321 ret
[COL_TEXT
* 3 + 0] = 0.0F
;
2322 ret
[COL_TEXT
* 3 + 1] = 0.0F
;
2323 ret
[COL_TEXT
* 3 + 2] = 0.0F
;
2325 *ncolours
= NCOLOURS
;
2329 static game_drawstate
*game_new_drawstate(game_state
*state
)
2331 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2334 ds
->started
= FALSE
;
2337 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned int);
2338 for (i
= 0; i
< ds
->w
* ds
->h
; i
++)
2339 ds
->visible
[i
] = 0xFFFF;
2344 static void game_free_drawstate(game_drawstate
*ds
)
2350 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
2351 unsigned char *hedge
, unsigned char *vedge
,
2352 unsigned char *corners
, int correct
)
2354 int cx
= COORD(x
), cy
= COORD(y
);
2357 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1, COL_GRID
);
2358 draw_rect(fe
, cx
+1, cy
+1, TILE_SIZE
-1, TILE_SIZE
-1,
2359 correct ? COL_CORRECT
: COL_BACKGROUND
);
2361 if (grid(state
,x
,y
)) {
2362 sprintf(str
, "%d", grid(state
,x
,y
));
2363 draw_text(fe
, cx
+TILE_SIZE
/2, cy
+TILE_SIZE
/2, FONT_VARIABLE
,
2364 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
, COL_TEXT
, str
);
2370 if (!HRANGE(state
,x
,y
) || index(state
,hedge
,x
,y
))
2371 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, 2,
2372 HRANGE(state
,x
,y
) ?
COLOUR(index(state
,hedge
,x
,y
)) :
2374 if (!HRANGE(state
,x
,y
+1) || index(state
,hedge
,x
,y
+1))
2375 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, TILE_SIZE
+1, 2,
2376 HRANGE(state
,x
,y
+1) ?
COLOUR(index(state
,hedge
,x
,y
+1)) :
2378 if (!VRANGE(state
,x
,y
) || index(state
,vedge
,x
,y
))
2379 draw_rect(fe
, cx
, cy
, 2, TILE_SIZE
+1,
2380 VRANGE(state
,x
,y
) ?
COLOUR(index(state
,vedge
,x
,y
)) :
2382 if (!VRANGE(state
,x
+1,y
) || index(state
,vedge
,x
+1,y
))
2383 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, TILE_SIZE
+1,
2384 VRANGE(state
,x
+1,y
) ?
COLOUR(index(state
,vedge
,x
+1,y
)) :
2390 if (index(state
,corners
,x
,y
))
2391 draw_rect(fe
, cx
, cy
, 2, 2,
2392 COLOUR(index(state
,corners
,x
,y
)));
2393 if (x
+1 < state
->w
&& index(state
,corners
,x
+1,y
))
2394 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, 2,
2395 COLOUR(index(state
,corners
,x
+1,y
)));
2396 if (y
+1 < state
->h
&& index(state
,corners
,x
,y
+1))
2397 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, 2, 2,
2398 COLOUR(index(state
,corners
,x
,y
+1)));
2399 if (x
+1 < state
->w
&& y
+1 < state
->h
&& index(state
,corners
,x
+1,y
+1))
2400 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
+TILE_SIZE
-1, 2, 2,
2401 COLOUR(index(state
,corners
,x
+1,y
+1)));
2403 draw_update(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1);
2406 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2407 game_state
*state
, int dir
, game_ui
*ui
,
2408 float animtime
, float flashtime
)
2411 unsigned char *correct
;
2412 unsigned char *hedge
, *vedge
, *corners
;
2414 correct
= get_correct(state
);
2417 hedge
= snewn(state
->w
*state
->h
, unsigned char);
2418 vedge
= snewn(state
->w
*state
->h
, unsigned char);
2419 memcpy(hedge
, state
->hedge
, state
->w
*state
->h
);
2420 memcpy(vedge
, state
->vedge
, state
->w
*state
->h
);
2421 ui_draw_rect(state
, ui
, hedge
, vedge
, 2);
2423 hedge
= state
->hedge
;
2424 vedge
= state
->vedge
;
2427 corners
= snewn(state
->w
* state
->h
, unsigned char);
2428 memset(corners
, 0, state
->w
* state
->h
);
2429 for (x
= 0; x
< state
->w
; x
++)
2430 for (y
= 0; y
< state
->h
; y
++) {
2432 int e
= index(state
, vedge
, x
, y
);
2433 if (index(state
,corners
,x
,y
) < e
)
2434 index(state
,corners
,x
,y
) = e
;
2435 if (y
+1 < state
->h
&&
2436 index(state
,corners
,x
,y
+1) < e
)
2437 index(state
,corners
,x
,y
+1) = e
;
2440 int e
= index(state
, hedge
, x
, y
);
2441 if (index(state
,corners
,x
,y
) < e
)
2442 index(state
,corners
,x
,y
) = e
;
2443 if (x
+1 < state
->w
&&
2444 index(state
,corners
,x
+1,y
) < e
)
2445 index(state
,corners
,x
+1,y
) = e
;
2451 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
2452 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1, COL_BACKGROUND
);
2453 draw_rect(fe
, COORD(0)-1, COORD(0)-1,
2454 ds
->w
*TILE_SIZE
+3, ds
->h
*TILE_SIZE
+3, COL_LINE
);
2456 draw_update(fe
, 0, 0,
2457 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
2458 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1);
2461 for (x
= 0; x
< state
->w
; x
++)
2462 for (y
= 0; y
< state
->h
; y
++) {
2465 if (HRANGE(state
,x
,y
))
2466 c
|= index(state
,hedge
,x
,y
);
2467 if (HRANGE(state
,x
,y
+1))
2468 c
|= index(state
,hedge
,x
,y
+1) << 2;
2469 if (VRANGE(state
,x
,y
))
2470 c
|= index(state
,vedge
,x
,y
) << 4;
2471 if (VRANGE(state
,x
+1,y
))
2472 c
|= index(state
,vedge
,x
+1,y
) << 6;
2473 c
|= index(state
,corners
,x
,y
) << 8;
2475 c
|= index(state
,corners
,x
+1,y
) << 10;
2477 c
|= index(state
,corners
,x
,y
+1) << 12;
2478 if (x
+1 < state
->w
&& y
+1 < state
->h
)
2479 c
|= index(state
,corners
,x
+1,y
+1) << 14;
2480 if (index(state
, correct
, x
, y
) && !flashtime
)
2483 if (index(ds
,ds
->visible
,x
,y
) != c
) {
2484 draw_tile(fe
, state
, x
, y
, hedge
, vedge
, corners
, c
& CORRECT
);
2485 index(ds
,ds
->visible
,x
,y
) = c
;
2489 if (hedge
!= state
->hedge
) {
2498 static float game_anim_length(game_state
*oldstate
,
2499 game_state
*newstate
, int dir
, game_ui
*ui
)
2504 static float game_flash_length(game_state
*oldstate
,
2505 game_state
*newstate
, int dir
, game_ui
*ui
)
2507 if (!oldstate
->completed
&& newstate
->completed
&&
2508 !oldstate
->cheated
&& !newstate
->cheated
)
2513 static int game_wants_statusbar(void)
2518 static int game_timing_state(game_state
*state
)
2524 #define thegame rect
2527 const struct game thegame
= {
2528 "Rectangles", "games.rectangles",
2535 TRUE
, game_configure
, custom_params
,
2544 TRUE
, game_text_format
,
2551 game_free_drawstate
,
2555 game_wants_statusbar
,
2556 FALSE
, game_timing_state
,