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 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
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
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)
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)
61 #define PREFERRED_TILE_SIZE 24
62 #define TILE_SIZE (ds->tilesize)
63 #define BORDER (TILE_SIZE * 3 / 4)
65 #define CORNER_TOLERANCE 0.15F
66 #define CENTRE_TOLERANCE 0.15F
68 #define FLASH_TIME 0.13F
70 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
71 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
75 int *grid
; /* contains the numbers */
76 unsigned char *vedge
; /* (w+1) x h */
77 unsigned char *hedge
; /* w x (h+1) */
78 int completed
, cheated
;
81 static game_params
*default_params(void)
83 game_params
*ret
= snew(game_params
);
86 ret
->expandfactor
= 0.0F
;
92 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
99 case 0: w
= 7, h
= 7; break;
100 case 1: w
= 9, h
= 9; break;
101 case 2: w
= 11, h
= 11; break;
102 case 3: w
= 13, h
= 13; break;
103 case 4: w
= 15, h
= 15; break;
104 case 5: w
= 17, h
= 17; break;
105 case 6: w
= 19, h
= 19; break;
106 default: return FALSE
;
109 sprintf(buf
, "%dx%d", w
, h
);
111 *params
= ret
= snew(game_params
);
114 ret
->expandfactor
= 0.0F
;
119 static void free_params(game_params
*params
)
124 static game_params
*dup_params(game_params
*params
)
126 game_params
*ret
= snew(game_params
);
127 *ret
= *params
; /* structure copy */
131 static void decode_params(game_params
*ret
, char const *string
)
133 ret
->w
= ret
->h
= atoi(string
);
134 while (*string
&& isdigit((unsigned char)*string
)) string
++;
135 if (*string
== 'x') {
137 ret
->h
= atoi(string
);
138 while (*string
&& isdigit((unsigned char)*string
)) string
++;
140 if (*string
== 'e') {
142 ret
->expandfactor
= atof(string
);
144 (*string
== '.' || isdigit((unsigned char)*string
))) string
++;
146 if (*string
== 'a') {
152 static char *encode_params(game_params
*params
, int full
)
156 sprintf(data
, "%dx%d", params
->w
, params
->h
);
157 if (full
&& params
->expandfactor
)
158 sprintf(data
+ strlen(data
), "e%g", params
->expandfactor
);
159 if (full
&& !params
->unique
)
165 static config_item
*game_configure(game_params
*params
)
170 ret
= snewn(5, config_item
);
172 ret
[0].name
= "Width";
173 ret
[0].type
= C_STRING
;
174 sprintf(buf
, "%d", params
->w
);
175 ret
[0].sval
= dupstr(buf
);
178 ret
[1].name
= "Height";
179 ret
[1].type
= C_STRING
;
180 sprintf(buf
, "%d", params
->h
);
181 ret
[1].sval
= dupstr(buf
);
184 ret
[2].name
= "Expansion factor";
185 ret
[2].type
= C_STRING
;
186 sprintf(buf
, "%g", params
->expandfactor
);
187 ret
[2].sval
= dupstr(buf
);
190 ret
[3].name
= "Ensure unique solution";
191 ret
[3].type
= C_BOOLEAN
;
193 ret
[3].ival
= params
->unique
;
203 static game_params
*custom_params(config_item
*cfg
)
205 game_params
*ret
= snew(game_params
);
207 ret
->w
= atoi(cfg
[0].sval
);
208 ret
->h
= atoi(cfg
[1].sval
);
209 ret
->expandfactor
= atof(cfg
[2].sval
);
210 ret
->unique
= cfg
[3].ival
;
215 static char *validate_params(game_params
*params
)
217 if (params
->w
<= 0 || params
->h
<= 0)
218 return "Width and height must both be greater than zero";
219 if (params
->w
*params
->h
< 2)
220 return "Grid area must be greater than one";
221 if (params
->expandfactor
< 0.0F
)
222 return "Expansion factor may not be negative";
243 struct point
*points
;
246 /* ----------------------------------------------------------------------
247 * Solver for Rectangles games.
249 * This solver is souped up beyond the needs of actually _solving_
250 * a puzzle. It is also designed to cope with uncertainty about
251 * where the numbers have been placed. This is because I run it on
252 * my generated grids _before_ placing the numbers, and have it
253 * tell me where I need to place the numbers to ensure a unique
257 static void remove_rect_placement(int w
, int h
,
258 struct rectlist
*rectpositions
,
260 int rectnum
, int placement
)
264 #ifdef SOLVER_DIAGNOSTICS
265 printf("ruling out rect %d placement at %d,%d w=%d h=%d\n", rectnum
,
266 rectpositions
[rectnum
].rects
[placement
].x
,
267 rectpositions
[rectnum
].rects
[placement
].y
,
268 rectpositions
[rectnum
].rects
[placement
].w
,
269 rectpositions
[rectnum
].rects
[placement
].h
);
273 * Decrement each entry in the overlaps array to reflect the
274 * removal of this rectangle placement.
276 for (yy
= 0; yy
< rectpositions
[rectnum
].rects
[placement
].h
; yy
++) {
277 y
= yy
+ rectpositions
[rectnum
].rects
[placement
].y
;
278 for (xx
= 0; xx
< rectpositions
[rectnum
].rects
[placement
].w
; xx
++) {
279 x
= xx
+ rectpositions
[rectnum
].rects
[placement
].x
;
281 assert(overlaps
[(rectnum
* h
+ y
) * w
+ x
] != 0);
283 if (overlaps
[(rectnum
* h
+ y
) * w
+ x
] > 0)
284 overlaps
[(rectnum
* h
+ y
) * w
+ x
]--;
289 * Remove the placement from the list of positions for that
290 * rectangle, by interchanging it with the one on the end.
292 if (placement
< rectpositions
[rectnum
].n
- 1) {
295 t
= rectpositions
[rectnum
].rects
[rectpositions
[rectnum
].n
- 1];
296 rectpositions
[rectnum
].rects
[rectpositions
[rectnum
].n
- 1] =
297 rectpositions
[rectnum
].rects
[placement
];
298 rectpositions
[rectnum
].rects
[placement
] = t
;
300 rectpositions
[rectnum
].n
--;
303 static void remove_number_placement(int w
, int h
, struct numberdata
*number
,
304 int index
, int *rectbyplace
)
307 * Remove the entry from the rectbyplace array.
309 rectbyplace
[number
->points
[index
].y
* w
+ number
->points
[index
].x
] = -1;
312 * Remove the placement from the list of candidates for that
313 * number, by interchanging it with the one on the end.
315 if (index
< number
->npoints
- 1) {
318 t
= number
->points
[number
->npoints
- 1];
319 number
->points
[number
->npoints
- 1] = number
->points
[index
];
320 number
->points
[index
] = t
;
325 static int rect_solver(int w
, int h
, int nrects
, struct numberdata
*numbers
,
326 unsigned char *hedge
, unsigned char *vedge
,
329 struct rectlist
*rectpositions
;
330 int *overlaps
, *rectbyplace
, *workspace
;
334 * Start by setting up a list of candidate positions for each
337 rectpositions
= snewn(nrects
, struct rectlist
);
338 for (i
= 0; i
< nrects
; i
++) {
339 int rw
, rh
, area
= numbers
[i
].area
;
340 int j
, minx
, miny
, maxx
, maxy
;
342 int rlistn
, rlistsize
;
345 * For each rectangle, begin by finding the bounding
346 * rectangle of its candidate number placements.
351 for (j
= 0; j
< numbers
[i
].npoints
; j
++) {
352 if (minx
> numbers
[i
].points
[j
].x
) minx
= numbers
[i
].points
[j
].x
;
353 if (miny
> numbers
[i
].points
[j
].y
) miny
= numbers
[i
].points
[j
].y
;
354 if (maxx
< numbers
[i
].points
[j
].x
) maxx
= numbers
[i
].points
[j
].x
;
355 if (maxy
< numbers
[i
].points
[j
].y
) maxy
= numbers
[i
].points
[j
].y
;
359 * Now loop over all possible rectangle placements
360 * overlapping a point within that bounding rectangle;
361 * ensure each one actually contains a candidate number
362 * placement, and add it to the list.
365 rlistn
= rlistsize
= 0;
367 for (rw
= 1; rw
<= area
&& rw
<= w
; rw
++) {
376 for (y
= miny
- rh
+ 1; y
<= maxy
; y
++) {
377 if (y
< 0 || y
+rh
> h
)
380 for (x
= minx
- rw
+ 1; x
<= maxx
; x
++) {
381 if (x
< 0 || x
+rw
> w
)
385 * See if we can find a candidate number
386 * placement within this rectangle.
388 for (j
= 0; j
< numbers
[i
].npoints
; j
++)
389 if (numbers
[i
].points
[j
].x
>= x
&&
390 numbers
[i
].points
[j
].x
< x
+rw
&&
391 numbers
[i
].points
[j
].y
>= y
&&
392 numbers
[i
].points
[j
].y
< y
+rh
)
395 if (j
< numbers
[i
].npoints
) {
397 * Add this to the list of candidate
398 * placements for this rectangle.
400 if (rlistn
>= rlistsize
) {
401 rlistsize
= rlistn
+ 32;
402 rlist
= sresize(rlist
, rlistsize
, struct rect
);
406 rlist
[rlistn
].w
= rw
;
407 rlist
[rlistn
].h
= rh
;
408 #ifdef SOLVER_DIAGNOSTICS
409 printf("rect %d [area %d]: candidate position at"
410 " %d,%d w=%d h=%d\n",
411 i
, area
, x
, y
, rw
, rh
);
419 rectpositions
[i
].rects
= rlist
;
420 rectpositions
[i
].n
= rlistn
;
424 * Next, construct a multidimensional array tracking how many
425 * candidate positions for each rectangle overlap each square.
427 * Indexing of this array is by the formula
429 * overlaps[(rectindex * h + y) * w + x]
431 overlaps
= snewn(nrects
* w
* h
, int);
432 memset(overlaps
, 0, nrects
* w
* h
* sizeof(int));
433 for (i
= 0; i
< nrects
; i
++) {
436 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
439 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++)
440 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++)
441 overlaps
[(i
* h
+ yy
+rectpositions
[i
].rects
[j
].y
) * w
+
442 xx
+rectpositions
[i
].rects
[j
].x
]++;
447 * Also we want an array covering the grid once, to make it
448 * easy to figure out which squares are candidate number
449 * placements for which rectangles. (The existence of this
450 * single array assumes that no square starts off as a
451 * candidate number placement for more than one rectangle. This
452 * assumption is justified, because this solver is _either_
453 * used to solve real problems - in which case there is a
454 * single placement for every number - _or_ used to decide on
455 * number placements for a new puzzle, in which case each
456 * number's placements are confined to the intended position of
457 * the rectangle containing that number.)
459 rectbyplace
= snewn(w
* h
, int);
460 for (i
= 0; i
< w
*h
; i
++)
463 for (i
= 0; i
< nrects
; i
++) {
466 for (j
= 0; j
< numbers
[i
].npoints
; j
++) {
467 int x
= numbers
[i
].points
[j
].x
;
468 int y
= numbers
[i
].points
[j
].y
;
470 assert(rectbyplace
[y
* w
+ x
] == -1);
471 rectbyplace
[y
* w
+ x
] = i
;
475 workspace
= snewn(nrects
, int);
478 * Now run the actual deduction loop.
481 int done_something
= FALSE
;
483 #ifdef SOLVER_DIAGNOSTICS
484 printf("starting deduction loop\n");
486 for (i
= 0; i
< nrects
; i
++) {
487 printf("rect %d overlaps:\n", i
);
490 for (y
= 0; y
< h
; y
++) {
491 for (x
= 0; x
< w
; x
++) {
492 printf("%3d", overlaps
[(i
* h
+ y
) * w
+ x
]);
498 printf("rectbyplace:\n");
501 for (y
= 0; y
< h
; y
++) {
502 for (x
= 0; x
< w
; x
++) {
503 printf("%3d", rectbyplace
[y
* w
+ x
]);
511 * Housekeeping. Look for rectangles whose number has only
512 * one candidate position left, and mark that square as
513 * known if it isn't already.
515 for (i
= 0; i
< nrects
; i
++) {
516 if (numbers
[i
].npoints
== 1) {
517 int x
= numbers
[i
].points
[0].x
;
518 int y
= numbers
[i
].points
[0].y
;
519 if (overlaps
[(i
* h
+ y
) * w
+ x
] >= -1) {
522 assert(overlaps
[(i
* h
+ y
) * w
+ x
] > 0);
523 #ifdef SOLVER_DIAGNOSTICS
524 printf("marking %d,%d as known for rect %d"
525 " (sole remaining number position)\n", x
, y
, i
);
528 for (j
= 0; j
< nrects
; j
++)
529 overlaps
[(j
* h
+ y
) * w
+ x
] = -1;
531 overlaps
[(i
* h
+ y
) * w
+ x
] = -2;
537 * Now look at the intersection of all possible placements
538 * for each rectangle, and mark all squares in that
539 * intersection as known for that rectangle if they aren't
542 for (i
= 0; i
< nrects
; i
++) {
543 int minx
, miny
, maxx
, maxy
, xx
, yy
, j
;
549 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
550 int x
= rectpositions
[i
].rects
[j
].x
;
551 int y
= rectpositions
[i
].rects
[j
].y
;
552 int w
= rectpositions
[i
].rects
[j
].w
;
553 int h
= rectpositions
[i
].rects
[j
].h
;
555 if (minx
< x
) minx
= x
;
556 if (miny
< y
) miny
= y
;
557 if (maxx
> x
+w
) maxx
= x
+w
;
558 if (maxy
> y
+h
) maxy
= y
+h
;
561 for (yy
= miny
; yy
< maxy
; yy
++)
562 for (xx
= minx
; xx
< maxx
; xx
++)
563 if (overlaps
[(i
* h
+ yy
) * w
+ xx
] >= -1) {
564 assert(overlaps
[(i
* h
+ yy
) * w
+ xx
] > 0);
565 #ifdef SOLVER_DIAGNOSTICS
566 printf("marking %d,%d as known for rect %d"
567 " (intersection of all placements)\n",
571 for (j
= 0; j
< nrects
; j
++)
572 overlaps
[(j
* h
+ yy
) * w
+ xx
] = -1;
574 overlaps
[(i
* h
+ yy
) * w
+ xx
] = -2;
579 * Rectangle-focused deduction. Look at each rectangle in
580 * turn and try to rule out some of its candidate
583 for (i
= 0; i
< nrects
; i
++) {
586 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
590 for (k
= 0; k
< nrects
; k
++)
593 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++) {
594 int y
= yy
+ rectpositions
[i
].rects
[j
].y
;
595 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++) {
596 int x
= xx
+ rectpositions
[i
].rects
[j
].x
;
598 if (overlaps
[(i
* h
+ y
) * w
+ x
] == -1) {
600 * This placement overlaps a square
601 * which is _known_ to be part of
602 * another rectangle. Therefore we must
605 #ifdef SOLVER_DIAGNOSTICS
606 printf("rect %d placement at %d,%d w=%d h=%d "
607 "contains %d,%d which is known-other\n", i
,
608 rectpositions
[i
].rects
[j
].x
,
609 rectpositions
[i
].rects
[j
].y
,
610 rectpositions
[i
].rects
[j
].w
,
611 rectpositions
[i
].rects
[j
].h
,
617 if (rectbyplace
[y
* w
+ x
] != -1) {
619 * This placement overlaps one of the
620 * candidate number placements for some
621 * rectangle. Count it.
623 workspace
[rectbyplace
[y
* w
+ x
]]++;
630 * If we haven't ruled this placement out
631 * already, see if it overlaps _all_ of the
632 * candidate number placements for any
633 * rectangle. If so, we can rule it out.
635 for (k
= 0; k
< nrects
; k
++)
636 if (k
!= i
&& workspace
[k
] == numbers
[k
].npoints
) {
637 #ifdef SOLVER_DIAGNOSTICS
638 printf("rect %d placement at %d,%d w=%d h=%d "
639 "contains all number points for rect %d\n",
641 rectpositions
[i
].rects
[j
].x
,
642 rectpositions
[i
].rects
[j
].y
,
643 rectpositions
[i
].rects
[j
].w
,
644 rectpositions
[i
].rects
[j
].h
,
652 * Failing that, see if it overlaps at least
653 * one of the candidate number placements for
654 * itself! (This might not be the case if one
655 * of those number placements has been removed
658 if (!del
&& workspace
[i
] == 0) {
659 #ifdef SOLVER_DIAGNOSTICS
660 printf("rect %d placement at %d,%d w=%d h=%d "
661 "contains none of its own number points\n",
663 rectpositions
[i
].rects
[j
].x
,
664 rectpositions
[i
].rects
[j
].y
,
665 rectpositions
[i
].rects
[j
].w
,
666 rectpositions
[i
].rects
[j
].h
);
673 remove_rect_placement(w
, h
, rectpositions
, overlaps
, i
, j
);
675 j
--; /* don't skip over next placement */
677 done_something
= TRUE
;
683 * Square-focused deduction. Look at each square not marked
684 * as known, and see if there are any which can only be
685 * part of a single rectangle.
689 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
690 /* Known squares are marked as <0 everywhere, so we only need
691 * to check the overlaps entry for rect 0. */
692 if (overlaps
[y
* w
+ x
] < 0)
693 continue; /* known already */
697 for (i
= 0; i
< nrects
; i
++)
698 if (overlaps
[(i
* h
+ y
) * w
+ x
] > 0)
705 * Now we can rule out all placements for
706 * rectangle `index' which _don't_ contain
709 #ifdef SOLVER_DIAGNOSTICS
710 printf("square %d,%d can only be in rectangle %d\n",
713 for (j
= 0; j
< rectpositions
[index
].n
; j
++) {
714 struct rect
*r
= &rectpositions
[index
].rects
[j
];
715 if (x
>= r
->x
&& x
< r
->x
+ r
->w
&&
716 y
>= r
->y
&& y
< r
->y
+ r
->h
)
717 continue; /* this one is OK */
718 remove_rect_placement(w
, h
, rectpositions
, overlaps
,
720 j
--; /* don't skip over next placement */
721 done_something
= TRUE
;
728 * If we've managed to deduce anything by normal means,
729 * loop round again and see if there's more to be done.
730 * Only if normal deduction has completely failed us should
731 * we now move on to narrowing down the possible number
738 * Now we have done everything we can with the current set
739 * of number placements. So we need to winnow the number
740 * placements so as to narrow down the possibilities. We do
741 * this by searching for a candidate placement (of _any_
742 * rectangle) which overlaps a candidate placement of the
743 * number for some other rectangle.
751 size_t nrpns
= 0, rpnsize
= 0;
754 for (i
= 0; i
< nrects
; i
++) {
755 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
758 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++) {
759 int y
= yy
+ rectpositions
[i
].rects
[j
].y
;
760 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++) {
761 int x
= xx
+ rectpositions
[i
].rects
[j
].x
;
763 if (rectbyplace
[y
* w
+ x
] >= 0 &&
764 rectbyplace
[y
* w
+ x
] != i
) {
766 * Add this to the list of
767 * winnowing possibilities.
769 if (nrpns
>= rpnsize
) {
770 rpnsize
= rpnsize
* 3 / 2 + 32;
771 rpns
= sresize(rpns
, rpnsize
, struct rpn
);
773 rpns
[nrpns
].rect
= i
;
774 rpns
[nrpns
].placement
= j
;
775 rpns
[nrpns
].number
= rectbyplace
[y
* w
+ x
];
784 #ifdef SOLVER_DIAGNOSTICS
785 printf("%d candidate rect placements we could eliminate\n", nrpns
);
789 * Now choose one of these unwanted rectangle
790 * placements, and eliminate it.
792 int index
= random_upto(rs
, nrpns
);
794 struct rpn rpn
= rpns
[index
];
801 r
= rectpositions
[i
].rects
[j
];
804 * We rule out placement j of rectangle i by means
805 * of removing all of rectangle k's candidate
806 * number placements which do _not_ overlap it.
807 * This will ensure that it is eliminated during
808 * the next pass of rectangle-focused deduction.
810 #ifdef SOLVER_DIAGNOSTICS
811 printf("ensuring number for rect %d is within"
812 " rect %d's placement at %d,%d w=%d h=%d\n",
813 k
, i
, r
.x
, r
.y
, r
.w
, r
.h
);
816 for (m
= 0; m
< numbers
[k
].npoints
; m
++) {
817 int x
= numbers
[k
].points
[m
].x
;
818 int y
= numbers
[k
].points
[m
].y
;
820 if (x
< r
.x
|| x
>= r
.x
+ r
.w
||
821 y
< r
.y
|| y
>= r
.y
+ r
.h
) {
822 #ifdef SOLVER_DIAGNOSTICS
823 printf("eliminating number for rect %d at %d,%d\n",
826 remove_number_placement(w
, h
, &numbers
[k
],
828 m
--; /* don't skip the next one */
829 done_something
= TRUE
;
835 if (!done_something
) {
836 #ifdef SOLVER_DIAGNOSTICS
837 printf("terminating deduction loop\n");
844 for (i
= 0; i
< nrects
; i
++) {
845 #ifdef SOLVER_DIAGNOSTICS
846 printf("rect %d has %d possible placements\n",
847 i
, rectpositions
[i
].n
);
849 assert(rectpositions
[i
].n
> 0);
850 if (rectpositions
[i
].n
> 1) {
852 } else if (hedge
&& vedge
) {
854 * Place the rectangle in its only possible position.
857 struct rect
*r
= &rectpositions
[i
].rects
[0];
859 for (y
= 0; y
< r
->h
; y
++) {
861 vedge
[(r
->y
+y
) * w
+ r
->x
] = 1;
863 vedge
[(r
->y
+y
) * w
+ r
->x
+r
->w
] = 1;
865 for (x
= 0; x
< r
->w
; x
++) {
867 hedge
[r
->y
* w
+ r
->x
+x
] = 1;
869 hedge
[(r
->y
+r
->h
) * w
+ r
->x
+x
] = 1;
875 * Free up all allocated storage.
880 for (i
= 0; i
< nrects
; i
++)
881 sfree(rectpositions
[i
].rects
);
882 sfree(rectpositions
);
887 /* ----------------------------------------------------------------------
888 * Grid generation code.
892 * This function does one of two things. If passed r==NULL, it
893 * counts the number of possible rectangles which cover the given
894 * square, and returns it in *n. If passed r!=NULL then it _reads_
895 * *n to find an index, counts the possible rectangles until it
896 * reaches the nth, and writes it into r.
898 * `scratch' is expected to point to an array of 2 * params->w
899 * ints, used internally as scratch space (and passed in like this
900 * to avoid re-allocating and re-freeing it every time round a
903 static void enum_rects(game_params
*params
, int *grid
, struct rect
*r
, int *n
,
904 int sx
, int sy
, int *scratch
)
908 int maxarea
, realmaxarea
;
913 * Maximum rectangle area is 1/6 of total grid size, unless
914 * this means we can't place any rectangles at all in which
915 * case we set it to 2 at minimum.
917 maxarea
= params
->w
* params
->h
/ 6;
922 * Scan the grid to find the limits of the region within which
923 * any rectangle containing this point must fall. This will
924 * save us trawling the inside of every rectangle later on to
925 * see if it contains any used squares.
928 bottom
= scratch
+ params
->w
;
929 for (dy
= -1; dy
<= +1; dy
+= 2) {
930 int *array
= (dy
== -1 ? top
: bottom
);
931 for (dx
= -1; dx
<= +1; dx
+= 2) {
932 for (x
= sx
; x
>= 0 && x
< params
->w
; x
+= dx
) {
933 array
[x
] = -2 * params
->h
* dy
;
934 for (y
= sy
; y
>= 0 && y
< params
->h
; y
+= dy
) {
935 if (index(params
, grid
, x
, y
) == -1 &&
936 (x
== sx
|| dy
*y
<= dy
*array
[x
-dx
]))
946 * Now scan again to work out the largest rectangles we can fit
947 * in the grid, so that we can terminate the following loops
948 * early once we get down to not having much space left in the
952 for (x
= 0; x
< params
->w
; x
++) {
955 rh
= bottom
[x
] - top
[x
] + 1;
957 continue; /* no rectangles can start here */
959 dx
= (x
> sx ?
-1 : +1);
960 for (x2
= x
; x2
>= 0 && x2
< params
->w
; x2
+= dx
)
961 if (bottom
[x2
] < bottom
[x
] || top
[x2
] > top
[x
])
965 if (realmaxarea
< rw
* rh
)
966 realmaxarea
= rw
* rh
;
969 if (realmaxarea
> maxarea
)
970 realmaxarea
= maxarea
;
973 * Rectangles which go right the way across the grid are
974 * boring, although they can't be helped in the case of
975 * extremely small grids. (Also they might be generated later
976 * on by the singleton-removal process; we can't help that.)
983 for (rw
= 1; rw
<= mw
; rw
++)
984 for (rh
= 1; rh
<= mh
; rh
++) {
985 if (rw
* rh
> realmaxarea
)
989 for (x
= max(sx
- rw
+ 1, 0); x
<= min(sx
, params
->w
- rw
); x
++)
990 for (y
= max(sy
- rh
+ 1, 0); y
<= min(sy
, params
->h
- rh
);
993 * Check this rectangle against the region we
996 if (top
[x
] <= y
&& top
[x
+rw
-1] <= y
&&
997 bottom
[x
] >= y
+rh
-1 && bottom
[x
+rw
-1] >= y
+rh
-1) {
998 if (r
&& index
== *n
) {
1014 static void place_rect(game_params
*params
, int *grid
, struct rect r
)
1016 int idx
= INDEX(params
, r
.x
, r
.y
);
1019 for (x
= r
.x
; x
< r
.x
+r
.w
; x
++)
1020 for (y
= r
.y
; y
< r
.y
+r
.h
; y
++) {
1021 index(params
, grid
, x
, y
) = idx
;
1023 #ifdef GENERATION_DIAGNOSTICS
1024 printf(" placing rectangle at (%d,%d) size %d x %d\n",
1025 r
.x
, r
.y
, r
.w
, r
.h
);
1029 static struct rect
find_rect(game_params
*params
, int *grid
, int x
, int y
)
1035 * Find the top left of the rectangle.
1037 idx
= index(params
, grid
, x
, y
);
1043 return r
; /* 1x1 singleton here */
1046 y
= idx
/ params
->w
;
1047 x
= idx
% params
->w
;
1050 * Find the width and height of the rectangle.
1053 (x
+w
< params
->w
&& index(params
,grid
,x
+w
,y
)==idx
);
1056 (y
+h
< params
->h
&& index(params
,grid
,x
,y
+h
)==idx
);
1067 #ifdef GENERATION_DIAGNOSTICS
1068 static void display_grid(game_params
*params
, int *grid
, int *numbers
, int all
)
1070 unsigned char *egrid
= snewn((params
->w
*2+3) * (params
->h
*2+3),
1073 int r
= (params
->w
*2+3);
1075 memset(egrid
, 0, (params
->w
*2+3) * (params
->h
*2+3));
1077 for (x
= 0; x
< params
->w
; x
++)
1078 for (y
= 0; y
< params
->h
; y
++) {
1079 int i
= index(params
, grid
, x
, y
);
1080 if (x
== 0 || index(params
, grid
, x
-1, y
) != i
)
1081 egrid
[(2*y
+2) * r
+ (2*x
+1)] = 1;
1082 if (x
== params
->w
-1 || index(params
, grid
, x
+1, y
) != i
)
1083 egrid
[(2*y
+2) * r
+ (2*x
+3)] = 1;
1084 if (y
== 0 || index(params
, grid
, x
, y
-1) != i
)
1085 egrid
[(2*y
+1) * r
+ (2*x
+2)] = 1;
1086 if (y
== params
->h
-1 || index(params
, grid
, x
, y
+1) != i
)
1087 egrid
[(2*y
+3) * r
+ (2*x
+2)] = 1;
1090 for (y
= 1; y
< 2*params
->h
+2; y
++) {
1091 for (x
= 1; x
< 2*params
->w
+2; x
++) {
1093 int k
= numbers ?
index(params
, numbers
, x
/2-1, y
/2-1) : 0;
1094 if (k
|| (all
&& numbers
)) printf("%2d", k
); else printf(" ");
1095 } else if (!((y
&x
)&1)) {
1096 int v
= egrid
[y
*r
+x
];
1097 if ((y
&1) && v
) v
= '-';
1098 if ((x
&1) && v
) v
= '|';
1101 if (!(x
&1)) putchar(v
);
1104 if (egrid
[y
*r
+(x
+1)]) d
|= 1;
1105 if (egrid
[(y
-1)*r
+x
]) d
|= 2;
1106 if (egrid
[y
*r
+(x
-1)]) d
|= 4;
1107 if (egrid
[(y
+1)*r
+x
]) d
|= 8;
1108 c
= " ??+?-++?+|+++++"[d
];
1110 if (!(x
&1)) putchar(c
);
1120 struct game_aux_info
{
1122 unsigned char *vedge
; /* (w+1) x h */
1123 unsigned char *hedge
; /* w x (h+1) */
1126 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1127 game_aux_info
**aux
, int interactive
)
1129 int *grid
, *numbers
= NULL
;
1130 int x
, y
, y2
, y2last
, yx
, run
, i
, nsquares
;
1132 int *enum_rects_scratch
;
1133 game_params params2real
, *params2
= ¶ms2real
;
1137 * Set up the smaller width and height which we will use to
1138 * generate the base grid.
1140 params2
->w
= params
->w
/ (1.0F
+ params
->expandfactor
);
1141 if (params2
->w
< 2 && params
->w
>= 2) params2
->w
= 2;
1142 params2
->h
= params
->h
/ (1.0F
+ params
->expandfactor
);
1143 if (params2
->h
< 2 && params
->h
>= 2) params2
->h
= 2;
1145 grid
= snewn(params2
->w
* params2
->h
, int);
1147 enum_rects_scratch
= snewn(2 * params2
->w
, int);
1150 for (y
= 0; y
< params2
->h
; y
++)
1151 for (x
= 0; x
< params2
->w
; x
++) {
1152 index(params2
, grid
, x
, y
) = -1;
1157 * Place rectangles until we can't any more. We do this by
1158 * finding a square we haven't yet covered, and randomly
1159 * choosing a rectangle to cover it.
1162 while (nsquares
> 0) {
1163 int square
= random_upto(rs
, nsquares
);
1169 for (y
= 0; y
< params2
->h
; y
++) {
1170 for (x
= 0; x
< params2
->w
; x
++) {
1171 if (index(params2
, grid
, x
, y
) == -1 && square
-- == 0)
1177 assert(x
< params2
->w
&& y
< params2
->h
);
1180 * Now see how many rectangles fit around this one.
1182 enum_rects(params2
, grid
, NULL
, &n
, x
, y
, enum_rects_scratch
);
1186 * There are no possible rectangles covering this
1187 * square, meaning it must be a singleton. Mark it
1188 * -2 so we know not to keep trying.
1190 index(params2
, grid
, x
, y
) = -2;
1194 * Pick one at random.
1196 n
= random_upto(rs
, n
);
1197 enum_rects(params2
, grid
, &r
, &n
, x
, y
, enum_rects_scratch
);
1202 place_rect(params2
, grid
, r
);
1203 nsquares
-= r
.w
* r
.h
;
1207 sfree(enum_rects_scratch
);
1210 * Deal with singleton spaces remaining in the grid, one by
1213 * We do this by making a local change to the layout. There are
1214 * several possibilities:
1216 * +-----+-----+ Here, we can remove the singleton by
1217 * | | | extending the 1x2 rectangle below it
1218 * +--+--+-----+ into a 1x3.
1226 * +--+--+--+ Here, that trick doesn't work: there's no
1227 * | | | 1 x n rectangle with the singleton at one
1228 * | | | end. Instead, we extend a 1 x n rectangle
1229 * | | | _out_ from the singleton, shaving a layer
1230 * +--+--+ | off the end of another rectangle. So if we
1231 * | | | | extended up, we'd make our singleton part
1232 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
1233 * | | | used to be; or we could extend right into
1234 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
1236 * +-----+--+ Here, we can't even do _that_, since any
1237 * | | | direction we choose to extend the singleton
1238 * +--+--+ | will produce a new singleton as a result of
1239 * | | | | truncating one of the size-2 rectangles.
1240 * | +--+--+ Fortunately, this case can _only_ occur when
1241 * | | | a singleton is surrounded by four size-2s
1242 * +--+-----+ in this fashion; so instead we can simply
1243 * replace the whole section with a single 3x3.
1245 for (x
= 0; x
< params2
->w
; x
++) {
1246 for (y
= 0; y
< params2
->h
; y
++) {
1247 if (index(params2
, grid
, x
, y
) < 0) {
1250 #ifdef GENERATION_DIAGNOSTICS
1251 display_grid(params2
, grid
, NULL
, FALSE
);
1252 printf("singleton at %d,%d\n", x
, y
);
1256 * Check in which directions we can feasibly extend
1257 * the singleton. We can extend in a particular
1258 * direction iff either:
1260 * - the rectangle on that side of the singleton
1261 * is not 2x1, and we are at one end of the edge
1262 * of it we are touching
1264 * - it is 2x1 but we are on its short side.
1266 * FIXME: we could plausibly choose between these
1267 * based on the sizes of the rectangles they would
1271 if (x
< params2
->w
-1) {
1272 struct rect r
= find_rect(params2
, grid
, x
+1, y
);
1273 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
1274 dirs
[ndirs
++] = 1; /* right */
1277 struct rect r
= find_rect(params2
, grid
, x
, y
-1);
1278 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
1279 dirs
[ndirs
++] = 2; /* up */
1282 struct rect r
= find_rect(params2
, grid
, x
-1, y
);
1283 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
1284 dirs
[ndirs
++] = 4; /* left */
1286 if (y
< params2
->h
-1) {
1287 struct rect r
= find_rect(params2
, grid
, x
, y
+1);
1288 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
1289 dirs
[ndirs
++] = 8; /* down */
1296 which
= random_upto(rs
, ndirs
);
1301 assert(x
< params2
->w
+1);
1302 #ifdef GENERATION_DIAGNOSTICS
1303 printf("extending right\n");
1305 r1
= find_rect(params2
, grid
, x
+1, y
);
1316 #ifdef GENERATION_DIAGNOSTICS
1317 printf("extending up\n");
1319 r1
= find_rect(params2
, grid
, x
, y
-1);
1330 #ifdef GENERATION_DIAGNOSTICS
1331 printf("extending left\n");
1333 r1
= find_rect(params2
, grid
, x
-1, y
);
1343 assert(y
< params2
->h
+1);
1344 #ifdef GENERATION_DIAGNOSTICS
1345 printf("extending down\n");
1347 r1
= find_rect(params2
, grid
, x
, y
+1);
1357 if (r1
.h
> 0 && r1
.w
> 0)
1358 place_rect(params2
, grid
, r1
);
1359 place_rect(params2
, grid
, r2
);
1363 * Sanity-check that there really is a 3x3
1364 * rectangle surrounding this singleton and it
1365 * contains absolutely everything we could
1370 assert(x
> 0 && x
< params2
->w
-1);
1371 assert(y
> 0 && y
< params2
->h
-1);
1373 for (xx
= x
-1; xx
<= x
+1; xx
++)
1374 for (yy
= y
-1; yy
<= y
+1; yy
++) {
1375 struct rect r
= find_rect(params2
,grid
,xx
,yy
);
1378 assert(r
.x
+r
.w
-1 <= x
+1);
1379 assert(r
.y
+r
.h
-1 <= y
+1);
1384 #ifdef GENERATION_DIAGNOSTICS
1385 printf("need the 3x3 trick\n");
1389 * FIXME: If the maximum rectangle area for
1390 * this grid is less than 9, we ought to
1391 * subdivide the 3x3 in some fashion. There are
1392 * five other possibilities:
1395 * - a 4, a 3 and a 2
1397 * - a 3 and three 2s (two different arrangements).
1405 place_rect(params2
, grid
, r
);
1413 * We have now constructed a grid of the size specified in
1414 * params2. Now we extend it into a grid of the size specified
1415 * in params. We do this in two passes: we extend it vertically
1416 * until it's the right height, then we transpose it, then
1417 * extend it vertically again (getting it effectively the right
1418 * width), then finally transpose again.
1420 for (i
= 0; i
< 2; i
++) {
1421 int *grid2
, *expand
, *where
;
1422 game_params params3real
, *params3
= ¶ms3real
;
1424 #ifdef GENERATION_DIAGNOSTICS
1425 printf("before expansion:\n");
1426 display_grid(params2
, grid
, NULL
, TRUE
);
1430 * Set up the new grid.
1432 grid2
= snewn(params2
->w
* params
->h
, int);
1433 expand
= snewn(params2
->h
-1, int);
1434 where
= snewn(params2
->w
, int);
1435 params3
->w
= params2
->w
;
1436 params3
->h
= params
->h
;
1439 * Decide which horizontal edges are going to get expanded,
1442 for (y
= 0; y
< params2
->h
-1; y
++)
1444 for (y
= params2
->h
; y
< params
->h
; y
++) {
1445 x
= random_upto(rs
, params2
->h
-1);
1449 #ifdef GENERATION_DIAGNOSTICS
1450 printf("expand[] = {");
1451 for (y
= 0; y
< params2
->h
-1; y
++)
1452 printf(" %d", expand
[y
]);
1457 * Perform the expansion. The way this works is that we
1460 * - copy a row from grid into grid2
1462 * - invent some number of additional rows in grid2 where
1463 * there was previously only a horizontal line between
1464 * rows in grid, and make random decisions about where
1465 * among these to place each rectangle edge that ran
1468 for (y
= y2
= y2last
= 0; y
< params2
->h
; y
++) {
1470 * Copy a single line from row y of grid into row y2 of
1473 for (x
= 0; x
< params2
->w
; x
++) {
1474 int val
= index(params2
, grid
, x
, y
);
1475 if (val
/ params2
->w
== y
&& /* rect starts on this line */
1476 (y2
== 0 || /* we're at the very top, or... */
1477 index(params3
, grid2
, x
, y2
-1) / params3
->w
< y2last
1478 /* this rect isn't already started */))
1479 index(params3
, grid2
, x
, y2
) =
1480 INDEX(params3
, val
% params2
->w
, y2
);
1482 index(params3
, grid2
, x
, y2
) =
1483 index(params3
, grid2
, x
, y2
-1);
1487 * If that was the last line, terminate the loop early.
1489 if (++y2
== params3
->h
)
1495 * Invent some number of additional lines. First walk
1496 * along this line working out where to put all the
1497 * edges that coincide with it.
1500 for (x
= 0; x
< params2
->w
; x
++) {
1501 if (index(params2
, grid
, x
, y
) !=
1502 index(params2
, grid
, x
, y
+1)) {
1504 * This is a horizontal edge, so it needs
1508 (index(params2
, grid
, x
-1, y
) !=
1509 index(params2
, grid
, x
, y
) &&
1510 index(params2
, grid
, x
-1, y
+1) !=
1511 index(params2
, grid
, x
, y
+1))) {
1513 * Here we have the chance to make a new
1516 yx
= random_upto(rs
, expand
[y
]+1);
1519 * Here we just reuse the previous value of
1528 for (yx
= 0; yx
< expand
[y
]; yx
++) {
1530 * Invent a single row. For each square in the row,
1531 * we copy the grid entry from the square above it,
1532 * unless we're starting the new rectangle here.
1534 for (x
= 0; x
< params2
->w
; x
++) {
1535 if (yx
== where
[x
]) {
1536 int val
= index(params2
, grid
, x
, y
+1);
1538 val
= INDEX(params3
, val
, y2
);
1539 index(params3
, grid2
, x
, y2
) = val
;
1541 index(params3
, grid2
, x
, y2
) =
1542 index(params3
, grid2
, x
, y2
-1);
1552 #ifdef GENERATION_DIAGNOSTICS
1553 printf("after expansion:\n");
1554 display_grid(params3
, grid2
, NULL
, TRUE
);
1559 params2
->w
= params3
->h
;
1560 params2
->h
= params3
->w
;
1562 grid
= snewn(params2
->w
* params2
->h
, int);
1563 for (x
= 0; x
< params2
->w
; x
++)
1564 for (y
= 0; y
< params2
->h
; y
++) {
1565 int idx1
= INDEX(params2
, x
, y
);
1566 int idx2
= INDEX(params3
, y
, x
);
1570 tmp
= (tmp
% params3
->w
) * params2
->w
+ (tmp
/ params3
->w
);
1579 params
->w
= params
->h
;
1583 #ifdef GENERATION_DIAGNOSTICS
1584 printf("after transposition:\n");
1585 display_grid(params2
, grid
, NULL
, TRUE
);
1590 * Run the solver to narrow down the possible number
1594 struct numberdata
*nd
;
1595 int nnumbers
, i
, ret
;
1597 /* Count the rectangles. */
1599 for (y
= 0; y
< params
->h
; y
++) {
1600 for (x
= 0; x
< params
->w
; x
++) {
1601 int idx
= INDEX(params
, x
, y
);
1602 if (index(params
, grid
, x
, y
) == idx
)
1607 nd
= snewn(nnumbers
, struct numberdata
);
1609 /* Now set up each number's candidate position list. */
1611 for (y
= 0; y
< params
->h
; y
++) {
1612 for (x
= 0; x
< params
->w
; x
++) {
1613 int idx
= INDEX(params
, x
, y
);
1614 if (index(params
, grid
, x
, y
) == idx
) {
1615 struct rect r
= find_rect(params
, grid
, x
, y
);
1618 nd
[i
].area
= r
.w
* r
.h
;
1619 nd
[i
].npoints
= nd
[i
].area
;
1620 nd
[i
].points
= snewn(nd
[i
].npoints
, struct point
);
1622 for (j
= 0; j
< r
.h
; j
++)
1623 for (k
= 0; k
< r
.w
; k
++) {
1624 nd
[i
].points
[m
].x
= k
+ r
.x
;
1625 nd
[i
].points
[m
].y
= j
+ r
.y
;
1628 assert(m
== nd
[i
].npoints
);
1636 ret
= rect_solver(params
->w
, params
->h
, nnumbers
, nd
,
1639 ret
= TRUE
; /* allow any number placement at all */
1643 * Now place the numbers according to the solver's
1646 numbers
= snewn(params
->w
* params
->h
, int);
1648 for (y
= 0; y
< params
->h
; y
++)
1649 for (x
= 0; x
< params
->w
; x
++) {
1650 index(params
, numbers
, x
, y
) = 0;
1653 for (i
= 0; i
< nnumbers
; i
++) {
1654 int idx
= random_upto(rs
, nd
[i
].npoints
);
1655 int x
= nd
[i
].points
[idx
].x
;
1656 int y
= nd
[i
].points
[idx
].y
;
1657 index(params
,numbers
,x
,y
) = nd
[i
].area
;
1664 for (i
= 0; i
< nnumbers
; i
++)
1665 sfree(nd
[i
].points
);
1669 * If we've succeeded, then terminate the loop.
1676 * Give up and go round again.
1682 * Store the rectangle data in the game_aux_info.
1685 game_aux_info
*ai
= snew(game_aux_info
);
1689 ai
->vedge
= snewn(ai
->w
* ai
->h
, unsigned char);
1690 ai
->hedge
= snewn(ai
->w
* ai
->h
, unsigned char);
1692 for (y
= 0; y
< params
->h
; y
++)
1693 for (x
= 1; x
< params
->w
; x
++) {
1695 index(params
, grid
, x
, y
) != index(params
, grid
, x
-1, y
);
1697 for (y
= 1; y
< params
->h
; y
++)
1698 for (x
= 0; x
< params
->w
; x
++) {
1700 index(params
, grid
, x
, y
) != index(params
, grid
, x
, y
-1);
1706 #ifdef GENERATION_DIAGNOSTICS
1707 display_grid(params
, grid
, numbers
, FALSE
);
1710 desc
= snewn(11 * params
->w
* params
->h
, char);
1713 for (i
= 0; i
<= params
->w
* params
->h
; i
++) {
1714 int n
= (i
< params
->w
* params
->h ? numbers
[i
] : -1);
1721 int c
= 'a' - 1 + run
;
1725 run
-= c
- ('a' - 1);
1729 * If there's a number in the very top left or
1730 * bottom right, there's no point putting an
1731 * unnecessary _ before or after it.
1733 if (p
> desc
&& n
> 0)
1737 p
+= sprintf(p
, "%d", n
);
1749 static void game_free_aux_info(game_aux_info
*ai
)
1756 static char *validate_desc(game_params
*params
, char *desc
)
1758 int area
= params
->w
* params
->h
;
1763 if (n
>= 'a' && n
<= 'z') {
1764 squares
+= n
- 'a' + 1;
1765 } else if (n
== '_') {
1767 } else if (n
> '0' && n
<= '9') {
1769 while (*desc
>= '0' && *desc
<= '9')
1772 return "Invalid character in game description";
1776 return "Not enough data to fill grid";
1779 return "Too much data to fit in grid";
1784 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
1786 game_state
*state
= snew(game_state
);
1789 state
->w
= params
->w
;
1790 state
->h
= params
->h
;
1792 area
= state
->w
* state
->h
;
1794 state
->grid
= snewn(area
, int);
1795 state
->vedge
= snewn(area
, unsigned char);
1796 state
->hedge
= snewn(area
, unsigned char);
1797 state
->completed
= state
->cheated
= FALSE
;
1802 if (n
>= 'a' && n
<= 'z') {
1803 int run
= n
- 'a' + 1;
1804 assert(i
+ run
<= area
);
1806 state
->grid
[i
++] = 0;
1807 } else if (n
== '_') {
1809 } else if (n
> '0' && n
<= '9') {
1811 state
->grid
[i
++] = atoi(desc
-1);
1812 while (*desc
>= '0' && *desc
<= '9')
1815 assert(!"We can't get here");
1820 for (y
= 0; y
< state
->h
; y
++)
1821 for (x
= 0; x
< state
->w
; x
++)
1822 vedge(state
,x
,y
) = hedge(state
,x
,y
) = 0;
1827 static game_state
*dup_game(game_state
*state
)
1829 game_state
*ret
= snew(game_state
);
1834 ret
->vedge
= snewn(state
->w
* state
->h
, unsigned char);
1835 ret
->hedge
= snewn(state
->w
* state
->h
, unsigned char);
1836 ret
->grid
= snewn(state
->w
* state
->h
, int);
1838 ret
->completed
= state
->completed
;
1839 ret
->cheated
= state
->cheated
;
1841 memcpy(ret
->grid
, state
->grid
, state
->w
* state
->h
* sizeof(int));
1842 memcpy(ret
->vedge
, state
->vedge
, state
->w
*state
->h
*sizeof(unsigned char));
1843 memcpy(ret
->hedge
, state
->hedge
, state
->w
*state
->h
*sizeof(unsigned char));
1848 static void free_game(game_state
*state
)
1851 sfree(state
->vedge
);
1852 sfree(state
->hedge
);
1856 static char *solve_game(game_state
*state
, game_state
*currstate
,
1857 game_aux_info
*ai
, char **error
)
1859 unsigned char *vedge
, *hedge
;
1860 int edges_need_freeing
;
1866 struct numberdata
*nd
;
1869 * Attempt the in-built solver.
1872 /* Set up each number's (very short) candidate position list. */
1873 for (i
= n
= 0; i
< state
->h
* state
->w
; i
++)
1877 nd
= snewn(n
, struct numberdata
);
1879 for (i
= j
= 0; i
< state
->h
* state
->w
; i
++)
1880 if (state
->grid
[i
]) {
1881 nd
[j
].area
= state
->grid
[i
];
1883 nd
[j
].points
= snewn(1, struct point
);
1884 nd
[j
].points
[0].x
= i
% state
->w
;
1885 nd
[j
].points
[0].y
= i
/ state
->w
;
1891 vedge
= snewn(state
->w
* state
->h
, unsigned char);
1892 hedge
= snewn(state
->w
* state
->h
, unsigned char);
1893 memset(vedge
, 0, state
->w
* state
->h
);
1894 memset(hedge
, 0, state
->w
* state
->h
);
1895 edges_need_freeing
= TRUE
;
1897 rect_solver(state
->w
, state
->h
, n
, nd
, hedge
, vedge
, NULL
);
1902 for (i
= 0; i
< n
; i
++)
1903 sfree(nd
[i
].points
);
1906 assert(state
->w
== ai
->w
);
1907 assert(state
->h
== ai
->h
);
1910 edges_need_freeing
= FALSE
;
1913 len
= 2 + (state
->w
-1)*state
->h
+ (state
->h
-1)*state
->w
;
1914 ret
= snewn(len
, char);
1918 for (y
= 0; y
< state
->h
; y
++)
1919 for (x
= 1; x
< state
->w
; x
++)
1920 *p
++ = vedge
[y
*state
->w
+x
] ?
'1' : '0';
1921 for (y
= 1; y
< state
->h
; y
++)
1922 for (x
= 0; x
< state
->w
; x
++)
1923 *p
++ = hedge
[y
*state
->w
+x
] ?
'1' : '0';
1925 assert(p
- ret
== len
);
1927 if (edges_need_freeing
) {
1935 static char *game_text_format(game_state
*state
)
1937 char *ret
, *p
, buf
[80];
1938 int i
, x
, y
, col
, maxlen
;
1941 * First determine the number of spaces required to display a
1942 * number. We'll use at least two, because one looks a bit
1946 for (i
= 0; i
< state
->w
* state
->h
; i
++) {
1947 x
= sprintf(buf
, "%d", state
->grid
[i
]);
1948 if (col
< x
) col
= x
;
1952 * Now we know the exact total size of the grid we're going to
1953 * produce: it's got 2*h+1 rows, each containing w lots of col,
1954 * w+1 boundary characters and a trailing newline.
1956 maxlen
= (2*state
->h
+1) * (state
->w
* (col
+1) + 2);
1958 ret
= snewn(maxlen
+1, char);
1961 for (y
= 0; y
<= 2*state
->h
; y
++) {
1962 for (x
= 0; x
<= 2*state
->w
; x
++) {
1967 int v
= grid(state
, x
/2, y
/2);
1969 sprintf(buf
, "%*d", col
, v
);
1971 sprintf(buf
, "%*s", col
, "");
1972 memcpy(p
, buf
, col
);
1976 * Display a horizontal edge or nothing.
1978 int h
= (y
==0 || y
==2*state
->h ?
1 :
1979 HRANGE(state
, x
/2, y
/2) && hedge(state
, x
/2, y
/2));
1985 for (i
= 0; i
< col
; i
++)
1989 * Display a vertical edge or nothing.
1991 int v
= (x
==0 || x
==2*state
->w ?
1 :
1992 VRANGE(state
, x
/2, y
/2) && vedge(state
, x
/2, y
/2));
1999 * Display a corner, or a vertical edge, or a
2000 * horizontal edge, or nothing.
2002 int hl
= (y
==0 || y
==2*state
->h ?
1 :
2003 HRANGE(state
, (x
-1)/2, y
/2) && hedge(state
, (x
-1)/2, y
/2));
2004 int hr
= (y
==0 || y
==2*state
->h ?
1 :
2005 HRANGE(state
, (x
+1)/2, y
/2) && hedge(state
, (x
+1)/2, y
/2));
2006 int vu
= (x
==0 || x
==2*state
->w ?
1 :
2007 VRANGE(state
, x
/2, (y
-1)/2) && vedge(state
, x
/2, (y
-1)/2));
2008 int vd
= (x
==0 || x
==2*state
->w ?
1 :
2009 VRANGE(state
, x
/2, (y
+1)/2) && vedge(state
, x
/2, (y
+1)/2));
2010 if (!hl
&& !hr
&& !vu
&& !vd
)
2012 else if (hl
&& hr
&& !vu
&& !vd
)
2014 else if (!hl
&& !hr
&& vu
&& vd
)
2023 assert(p
- ret
== maxlen
);
2028 static unsigned char *get_correct(game_state
*state
)
2033 ret
= snewn(state
->w
* state
->h
, unsigned char);
2034 memset(ret
, 0xFF, state
->w
* state
->h
);
2036 for (x
= 0; x
< state
->w
; x
++)
2037 for (y
= 0; y
< state
->h
; y
++)
2038 if (index(state
,ret
,x
,y
) == 0xFF) {
2041 int num
, area
, valid
;
2044 * Find a rectangle starting at this point.
2047 while (x
+rw
< state
->w
&& !vedge(state
,x
+rw
,y
))
2050 while (y
+rh
< state
->h
&& !hedge(state
,x
,y
+rh
))
2054 * We know what the dimensions of the rectangle
2055 * should be if it's there at all. Find out if we
2056 * really have a valid rectangle.
2059 /* Check the horizontal edges. */
2060 for (xx
= x
; xx
< x
+rw
; xx
++) {
2061 for (yy
= y
; yy
<= y
+rh
; yy
++) {
2062 int e
= !HRANGE(state
,xx
,yy
) || hedge(state
,xx
,yy
);
2063 int ec
= (yy
== y
|| yy
== y
+rh
);
2068 /* Check the vertical edges. */
2069 for (yy
= y
; yy
< y
+rh
; yy
++) {
2070 for (xx
= x
; xx
<= x
+rw
; xx
++) {
2071 int e
= !VRANGE(state
,xx
,yy
) || vedge(state
,xx
,yy
);
2072 int ec
= (xx
== x
|| xx
== x
+rw
);
2079 * If this is not a valid rectangle with no other
2080 * edges inside it, we just mark this square as not
2081 * complete and proceed to the next square.
2084 index(state
, ret
, x
, y
) = 0;
2089 * We have a rectangle. Now see what its area is,
2090 * and how many numbers are in it.
2094 for (xx
= x
; xx
< x
+rw
; xx
++) {
2095 for (yy
= y
; yy
< y
+rh
; yy
++) {
2097 if (grid(state
,xx
,yy
)) {
2099 valid
= FALSE
; /* two numbers */
2100 num
= grid(state
,xx
,yy
);
2108 * Now fill in the whole rectangle based on the
2111 for (xx
= x
; xx
< x
+rw
; xx
++) {
2112 for (yy
= y
; yy
< y
+rh
; yy
++) {
2113 index(state
, ret
, xx
, yy
) = valid
;
2123 * These coordinates are 2 times the obvious grid coordinates.
2124 * Hence, the top left of the grid is (0,0), the grid point to
2125 * the right of that is (2,0), the one _below that_ is (2,2)
2126 * and so on. This is so that we can specify a drag start point
2127 * on an edge (one odd coordinate) or in the middle of a square
2128 * (two odd coordinates) rather than always at a corner.
2130 * -1,-1 means no drag is in progress.
2137 * This flag is set as soon as a dragging action moves the
2138 * mouse pointer away from its starting point, so that even if
2139 * the pointer _returns_ to its starting point the action is
2140 * treated as a small drag rather than a click.
2144 * These are the co-ordinates of the top-left and bottom-right squares
2145 * in the drag box, respectively, or -1 otherwise.
2153 static game_ui
*new_ui(game_state
*state
)
2155 game_ui
*ui
= snew(game_ui
);
2156 ui
->drag_start_x
= -1;
2157 ui
->drag_start_y
= -1;
2158 ui
->drag_end_x
= -1;
2159 ui
->drag_end_y
= -1;
2160 ui
->dragged
= FALSE
;
2168 static void free_ui(game_ui
*ui
)
2173 char *encode_ui(game_ui
*ui
)
2178 void decode_ui(game_ui
*ui
, char *encoding
)
2182 static void coord_round(float x
, float y
, int *xr
, int *yr
)
2184 float xs
, ys
, xv
, yv
, dx
, dy
, dist
;
2187 * Find the nearest square-centre.
2189 xs
= (float)floor(x
) + 0.5F
;
2190 ys
= (float)floor(y
) + 0.5F
;
2193 * And find the nearest grid vertex.
2195 xv
= (float)floor(x
+ 0.5F
);
2196 yv
= (float)floor(y
+ 0.5F
);
2199 * We allocate clicks in parts of the grid square to either
2200 * corners, edges or square centres, as follows:
2216 * In other words: we measure the square distance (i.e.
2217 * max(dx,dy)) from the click to the nearest corner, and if
2218 * it's within CORNER_TOLERANCE then we return a corner click.
2219 * We measure the square distance from the click to the nearest
2220 * centre, and if that's within CENTRE_TOLERANCE we return a
2221 * centre click. Failing that, we find which of the two edge
2222 * centres is nearer to the click and return that edge.
2226 * Check for corner click.
2228 dx
= (float)fabs(x
- xv
);
2229 dy
= (float)fabs(y
- yv
);
2230 dist
= (dx
> dy ? dx
: dy
);
2231 if (dist
< CORNER_TOLERANCE
) {
2236 * Check for centre click.
2238 dx
= (float)fabs(x
- xs
);
2239 dy
= (float)fabs(y
- ys
);
2240 dist
= (dx
> dy ? dx
: dy
);
2241 if (dist
< CENTRE_TOLERANCE
) {
2242 *xr
= 1 + 2 * (int)xs
;
2243 *yr
= 1 + 2 * (int)ys
;
2246 * Failing both of those, see which edge we're closer to.
2247 * Conveniently, this is simply done by testing the relative
2248 * magnitude of dx and dy (which are currently distances from
2249 * the square centre).
2252 /* Vertical edge: x-coord of corner,
2253 * y-coord of square centre. */
2255 *yr
= 1 + 2 * (int)floor(ys
);
2257 /* Horizontal edge: x-coord of square centre,
2258 * y-coord of corner. */
2259 *xr
= 1 + 2 * (int)floor(xs
);
2267 * Returns TRUE if it has made any change to the grid.
2269 static int grid_draw_rect(game_state
*state
,
2270 unsigned char *hedge
, unsigned char *vedge
,
2272 int x1
, int y1
, int x2
, int y2
)
2275 int changed
= FALSE
;
2278 * Draw horizontal edges of rectangles.
2280 for (x
= x1
; x
< x2
; x
++)
2281 for (y
= y1
; y
<= y2
; y
++)
2282 if (HRANGE(state
,x
,y
)) {
2283 int val
= index(state
,hedge
,x
,y
);
2284 if (y
== y1
|| y
== y2
)
2288 changed
= changed
|| (index(state
,hedge
,x
,y
) != val
);
2290 index(state
,hedge
,x
,y
) = val
;
2294 * Draw vertical edges of rectangles.
2296 for (y
= y1
; y
< y2
; y
++)
2297 for (x
= x1
; x
<= x2
; x
++)
2298 if (VRANGE(state
,x
,y
)) {
2299 int val
= index(state
,vedge
,x
,y
);
2300 if (x
== x1
|| x
== x2
)
2304 changed
= changed
|| (index(state
,vedge
,x
,y
) != val
);
2306 index(state
,vedge
,x
,y
) = val
;
2312 static int ui_draw_rect(game_state
*state
, game_ui
*ui
,
2313 unsigned char *hedge
, unsigned char *vedge
, int c
,
2316 return grid_draw_rect(state
, hedge
, vedge
, c
, really
,
2317 ui
->x1
, ui
->y1
, ui
->x2
, ui
->y2
);
2320 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
2321 game_state
*newstate
)
2325 struct game_drawstate
{
2328 unsigned long *visible
;
2331 static char *interpret_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
2332 int x
, int y
, int button
)
2335 int startdrag
= FALSE
, enddrag
= FALSE
, active
= FALSE
;
2338 button
&= ~MOD_MASK
;
2340 if (button
== LEFT_BUTTON
) {
2342 } else if (button
== LEFT_RELEASE
) {
2344 } else if (button
!= LEFT_DRAG
) {
2348 coord_round(FROMCOORD((float)x
), FROMCOORD((float)y
), &xc
, &yc
);
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
;
2359 if (xc
!= ui
->drag_end_x
|| yc
!= ui
->drag_end_y
) {
2362 ui
->drag_end_x
= xc
;
2363 ui
->drag_end_y
= yc
;
2367 if (xc
>= 0 && xc
<= 2*from
->w
&&
2368 yc
>= 0 && yc
<= 2*from
->h
) {
2369 ui
->x1
= ui
->drag_start_x
;
2370 ui
->x2
= ui
->drag_end_x
;
2371 if (ui
->x2
< ui
->x1
) { t
= ui
->x1
; ui
->x1
= ui
->x2
; ui
->x2
= t
; }
2373 ui
->y1
= ui
->drag_start_y
;
2374 ui
->y2
= ui
->drag_end_y
;
2375 if (ui
->y2
< ui
->y1
) { t
= ui
->y1
; ui
->y1
= ui
->y2
; ui
->y2
= t
; }
2377 ui
->x1
= ui
->x1
/ 2; /* rounds down */
2378 ui
->x2
= (ui
->x2
+1) / 2; /* rounds up */
2379 ui
->y1
= ui
->y1
/ 2; /* rounds down */
2380 ui
->y2
= (ui
->y2
+1) / 2; /* rounds up */
2392 if (xc
>= 0 && xc
<= 2*from
->w
&&
2393 yc
>= 0 && yc
<= 2*from
->h
) {
2396 if (ui_draw_rect(from
, ui
, from
->hedge
,
2397 from
->vedge
, 1, FALSE
)) {
2398 sprintf(buf
, "R%d,%d,%d,%d",
2399 ui
->x1
, ui
->y1
, ui
->x2
- ui
->x1
, ui
->y2
- ui
->y1
);
2403 if ((xc
& 1) && !(yc
& 1) && HRANGE(from
,xc
/2,yc
/2)) {
2404 sprintf(buf
, "H%d,%d", xc
/2, yc
/2);
2407 if ((yc
& 1) && !(xc
& 1) && VRANGE(from
,xc
/2,yc
/2)) {
2408 sprintf(buf
, "V%d,%d", xc
/2, yc
/2);
2414 ui
->drag_start_x
= -1;
2415 ui
->drag_start_y
= -1;
2416 ui
->drag_end_x
= -1;
2417 ui
->drag_end_y
= -1;
2422 ui
->dragged
= FALSE
;
2427 return ret
; /* a move has been made */
2429 return ""; /* UI activity has occurred */
2434 static game_state
*execute_move(game_state
*from
, char *move
)
2437 int x1
, y1
, x2
, y2
, mode
;
2439 if (move
[0] == 'S') {
2443 ret
= dup_game(from
);
2444 ret
->cheated
= TRUE
;
2446 for (y
= 0; y
< ret
->h
; y
++)
2447 for (x
= 1; x
< ret
->w
; x
++) {
2448 vedge(ret
, x
, y
) = (*p
== '1');
2451 for (y
= 1; y
< ret
->h
; y
++)
2452 for (x
= 0; x
< ret
->w
; x
++) {
2453 hedge(ret
, x
, y
) = (*p
== '1');
2459 } else if (move
[0] == 'R' &&
2460 sscanf(move
+1, "%d,%d,%d,%d", &x1
, &y1
, &x2
, &y2
) == 4 &&
2461 x1
>= 0 && x2
>= 0 && x1
+x2
<= from
->w
&&
2462 y1
>= 0 && y2
>= 0 && y1
+y2
<= from
->h
) {
2466 } else if ((move
[0] == 'H' || move
[0] == 'V') &&
2467 sscanf(move
+1, "%d,%d", &x1
, &y1
) == 2 &&
2468 (move
[0] == 'H' ?
HRANGE(from
, x1
, y1
) :
2469 VRANGE(from
, x1
, y1
))) {
2472 return NULL
; /* can't parse move string */
2474 ret
= dup_game(from
);
2477 grid_draw_rect(ret
, ret
->hedge
, ret
->vedge
, 1, TRUE
, x1
, y1
, x2
, y2
);
2478 } else if (mode
== 'H') {
2479 hedge(ret
,x1
,y1
) = !hedge(ret
,x1
,y1
);
2480 } else if (mode
== 'V') {
2481 vedge(ret
,x1
,y1
) = !vedge(ret
,x1
,y1
);
2485 * We've made a real change to the grid. Check to see
2486 * if the game has been completed.
2488 if (!ret
->completed
) {
2490 unsigned char *correct
= get_correct(ret
);
2493 for (x
= 0; x
< ret
->w
; x
++)
2494 for (y
= 0; y
< ret
->h
; y
++)
2495 if (!index(ret
, correct
, x
, y
))
2501 ret
->completed
= TRUE
;
2507 /* ----------------------------------------------------------------------
2511 #define CORRECT (1L<<16)
2513 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
2514 #define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
2516 static void game_size(game_params
*params
, game_drawstate
*ds
,
2517 int *x
, int *y
, int expand
)
2521 * Each window dimension equals the tile size times 1.5 more
2522 * than the grid dimension (the border is 3/4 the width of the
2525 * We must cast to unsigned before multiplying by two, because
2526 * *x might be INT_MAX.
2528 tsx
= 2 * (unsigned)*x
/ (2 * params
->w
+ 3);
2529 tsy
= 2 * (unsigned)*y
/ (2 * params
->h
+ 3);
2534 ds
->tilesize
= min(ts
, PREFERRED_TILE_SIZE
);
2536 *x
= params
->w
* TILE_SIZE
+ 2*BORDER
+ 1;
2537 *y
= params
->h
* TILE_SIZE
+ 2*BORDER
+ 1;
2540 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2542 float *ret
= snewn(3 * NCOLOURS
, float);
2544 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2546 ret
[COL_GRID
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
2547 ret
[COL_GRID
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
2548 ret
[COL_GRID
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
2550 ret
[COL_DRAG
* 3 + 0] = 1.0F
;
2551 ret
[COL_DRAG
* 3 + 1] = 0.0F
;
2552 ret
[COL_DRAG
* 3 + 2] = 0.0F
;
2554 ret
[COL_CORRECT
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
2555 ret
[COL_CORRECT
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
2556 ret
[COL_CORRECT
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
2558 ret
[COL_LINE
* 3 + 0] = 0.0F
;
2559 ret
[COL_LINE
* 3 + 1] = 0.0F
;
2560 ret
[COL_LINE
* 3 + 2] = 0.0F
;
2562 ret
[COL_TEXT
* 3 + 0] = 0.0F
;
2563 ret
[COL_TEXT
* 3 + 1] = 0.0F
;
2564 ret
[COL_TEXT
* 3 + 2] = 0.0F
;
2566 *ncolours
= NCOLOURS
;
2570 static game_drawstate
*game_new_drawstate(game_state
*state
)
2572 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2575 ds
->started
= FALSE
;
2578 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned long);
2579 ds
->tilesize
= 0; /* not decided yet */
2580 for (i
= 0; i
< ds
->w
* ds
->h
; i
++)
2581 ds
->visible
[i
] = 0xFFFF;
2586 static void game_free_drawstate(game_drawstate
*ds
)
2592 static void draw_tile(frontend
*fe
, game_drawstate
*ds
, game_state
*state
,
2593 int x
, int y
, unsigned char *hedge
, unsigned char *vedge
,
2594 unsigned char *corners
, int correct
)
2596 int cx
= COORD(x
), cy
= COORD(y
);
2599 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1, COL_GRID
);
2600 draw_rect(fe
, cx
+1, cy
+1, TILE_SIZE
-1, TILE_SIZE
-1,
2601 correct ? COL_CORRECT
: COL_BACKGROUND
);
2603 if (grid(state
,x
,y
)) {
2604 sprintf(str
, "%d", grid(state
,x
,y
));
2605 draw_text(fe
, cx
+TILE_SIZE
/2, cy
+TILE_SIZE
/2, FONT_VARIABLE
,
2606 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
, COL_TEXT
, str
);
2612 if (!HRANGE(state
,x
,y
) || index(state
,hedge
,x
,y
))
2613 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, 2,
2614 HRANGE(state
,x
,y
) ?
COLOUR(index(state
,hedge
,x
,y
)) :
2616 if (!HRANGE(state
,x
,y
+1) || index(state
,hedge
,x
,y
+1))
2617 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, TILE_SIZE
+1, 2,
2618 HRANGE(state
,x
,y
+1) ?
COLOUR(index(state
,hedge
,x
,y
+1)) :
2620 if (!VRANGE(state
,x
,y
) || index(state
,vedge
,x
,y
))
2621 draw_rect(fe
, cx
, cy
, 2, TILE_SIZE
+1,
2622 VRANGE(state
,x
,y
) ?
COLOUR(index(state
,vedge
,x
,y
)) :
2624 if (!VRANGE(state
,x
+1,y
) || index(state
,vedge
,x
+1,y
))
2625 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, TILE_SIZE
+1,
2626 VRANGE(state
,x
+1,y
) ?
COLOUR(index(state
,vedge
,x
+1,y
)) :
2632 if (index(state
,corners
,x
,y
))
2633 draw_rect(fe
, cx
, cy
, 2, 2,
2634 COLOUR(index(state
,corners
,x
,y
)));
2635 if (x
+1 < state
->w
&& index(state
,corners
,x
+1,y
))
2636 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, 2,
2637 COLOUR(index(state
,corners
,x
+1,y
)));
2638 if (y
+1 < state
->h
&& index(state
,corners
,x
,y
+1))
2639 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, 2, 2,
2640 COLOUR(index(state
,corners
,x
,y
+1)));
2641 if (x
+1 < state
->w
&& y
+1 < state
->h
&& index(state
,corners
,x
+1,y
+1))
2642 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
+TILE_SIZE
-1, 2, 2,
2643 COLOUR(index(state
,corners
,x
+1,y
+1)));
2645 draw_update(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1);
2648 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2649 game_state
*state
, int dir
, game_ui
*ui
,
2650 float animtime
, float flashtime
)
2653 unsigned char *correct
;
2654 unsigned char *hedge
, *vedge
, *corners
;
2656 correct
= get_correct(state
);
2659 hedge
= snewn(state
->w
*state
->h
, unsigned char);
2660 vedge
= snewn(state
->w
*state
->h
, unsigned char);
2661 memcpy(hedge
, state
->hedge
, state
->w
*state
->h
);
2662 memcpy(vedge
, state
->vedge
, state
->w
*state
->h
);
2663 ui_draw_rect(state
, ui
, hedge
, vedge
, 2, TRUE
);
2665 hedge
= state
->hedge
;
2666 vedge
= state
->vedge
;
2669 corners
= snewn(state
->w
* state
->h
, unsigned char);
2670 memset(corners
, 0, state
->w
* state
->h
);
2671 for (x
= 0; x
< state
->w
; x
++)
2672 for (y
= 0; y
< state
->h
; y
++) {
2674 int e
= index(state
, vedge
, x
, y
);
2675 if (index(state
,corners
,x
,y
) < e
)
2676 index(state
,corners
,x
,y
) = e
;
2677 if (y
+1 < state
->h
&&
2678 index(state
,corners
,x
,y
+1) < e
)
2679 index(state
,corners
,x
,y
+1) = e
;
2682 int e
= index(state
, hedge
, x
, y
);
2683 if (index(state
,corners
,x
,y
) < e
)
2684 index(state
,corners
,x
,y
) = e
;
2685 if (x
+1 < state
->w
&&
2686 index(state
,corners
,x
+1,y
) < e
)
2687 index(state
,corners
,x
+1,y
) = e
;
2693 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
2694 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1, COL_BACKGROUND
);
2695 draw_rect(fe
, COORD(0)-1, COORD(0)-1,
2696 ds
->w
*TILE_SIZE
+3, ds
->h
*TILE_SIZE
+3, COL_LINE
);
2698 draw_update(fe
, 0, 0,
2699 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
2700 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1);
2703 for (x
= 0; x
< state
->w
; x
++)
2704 for (y
= 0; y
< state
->h
; y
++) {
2705 unsigned long c
= 0;
2707 if (HRANGE(state
,x
,y
))
2708 c
|= index(state
,hedge
,x
,y
);
2709 if (HRANGE(state
,x
,y
+1))
2710 c
|= index(state
,hedge
,x
,y
+1) << 2;
2711 if (VRANGE(state
,x
,y
))
2712 c
|= index(state
,vedge
,x
,y
) << 4;
2713 if (VRANGE(state
,x
+1,y
))
2714 c
|= index(state
,vedge
,x
+1,y
) << 6;
2715 c
|= index(state
,corners
,x
,y
) << 8;
2717 c
|= index(state
,corners
,x
+1,y
) << 10;
2719 c
|= index(state
,corners
,x
,y
+1) << 12;
2720 if (x
+1 < state
->w
&& y
+1 < state
->h
)
2721 /* cast to prevent 2<<14 sign-extending on promotion to long */
2722 c
|= (unsigned long)index(state
,corners
,x
+1,y
+1) << 14;
2723 if (index(state
, correct
, x
, y
) && !flashtime
)
2726 if (index(ds
,ds
->visible
,x
,y
) != c
) {
2727 draw_tile(fe
, ds
, state
, x
, y
, hedge
, vedge
, corners
,
2728 (c
& CORRECT
) ?
1 : 0);
2729 index(ds
,ds
->visible
,x
,y
) = c
;
2736 if (ui
->x1
>= 0 && ui
->y1
>= 0 &&
2737 ui
->x2
>= 0 && ui
->y2
>= 0) {
2738 sprintf(buf
, "%dx%d ",
2746 strcat(buf
, "Auto-solved.");
2747 else if (state
->completed
)
2748 strcat(buf
, "COMPLETED!");
2750 status_bar(fe
, buf
);
2753 if (hedge
!= state
->hedge
) {
2762 static float game_anim_length(game_state
*oldstate
,
2763 game_state
*newstate
, int dir
, game_ui
*ui
)
2768 static float game_flash_length(game_state
*oldstate
,
2769 game_state
*newstate
, int dir
, game_ui
*ui
)
2771 if (!oldstate
->completed
&& newstate
->completed
&&
2772 !oldstate
->cheated
&& !newstate
->cheated
)
2777 static int game_wants_statusbar(void)
2782 static int game_timing_state(game_state
*state
)
2788 #define thegame rect
2791 const struct game thegame
= {
2792 "Rectangles", "games.rectangles",
2799 TRUE
, game_configure
, custom_params
,
2808 TRUE
, game_text_format
,
2819 game_free_drawstate
,
2823 game_wants_statusbar
,
2824 FALSE
, game_timing_state
,
2825 0, /* mouse_priorities */