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 * - It might be interesting to deliberately try to place
20 * numbers so as to reduce alternative solution patterns. I
21 * doubt we can do a perfect job of this, but we can make a
22 * start by, for example, noticing pairs of 2-rects
23 * alongside one another and _not_ putting their numbers at
26 * - If we start by sorting the rectlist in descending order
27 * of area, we might be able to bias our random number
28 * selection to produce a few large rectangles more often
29 * than oodles of small ones? Unsure, but might be worth a
57 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
58 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
59 #define grid(state,x,y) index(state, (state)->grid, x, y)
60 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
61 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
63 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
64 (y) >= dy && (y) < (state)->h )
65 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
66 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
67 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
72 #define CORNER_TOLERANCE 0.15F
73 #define CENTRE_TOLERANCE 0.15F
75 #define FLASH_TIME 0.13F
77 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
78 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
82 int *grid
; /* contains the numbers */
83 unsigned char *vedge
; /* (w+1) x h */
84 unsigned char *hedge
; /* w x (h+1) */
85 int completed
, cheated
;
88 static game_params
*default_params(void)
90 game_params
*ret
= snew(game_params
);
93 ret
->expandfactor
= 0.0F
;
98 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
105 case 0: w
= 7, h
= 7; break;
106 case 1: w
= 11, h
= 11; break;
107 case 2: w
= 15, h
= 15; break;
108 case 3: w
= 19, h
= 19; break;
109 default: return FALSE
;
112 sprintf(buf
, "%dx%d", w
, h
);
114 *params
= ret
= snew(game_params
);
117 ret
->expandfactor
= 0.0F
;
121 static void free_params(game_params
*params
)
126 static game_params
*dup_params(game_params
*params
)
128 game_params
*ret
= snew(game_params
);
129 *ret
= *params
; /* structure copy */
133 static game_params
*decode_params(char const *string
)
135 game_params
*ret
= default_params();
137 ret
->w
= ret
->h
= atoi(string
);
138 ret
->expandfactor
= 0.0F
;
139 while (*string
&& isdigit((unsigned char)*string
)) string
++;
140 if (*string
== 'x') {
142 ret
->h
= atoi(string
);
143 while (*string
&& isdigit((unsigned char)*string
)) string
++;
145 if (*string
== 'e') {
147 ret
->expandfactor
= atof(string
);
153 static char *encode_params(game_params
*params
)
157 sprintf(data
, "%dx%d", params
->w
, params
->h
);
162 static config_item
*game_configure(game_params
*params
)
167 ret
= snewn(5, config_item
);
169 ret
[0].name
= "Width";
170 ret
[0].type
= C_STRING
;
171 sprintf(buf
, "%d", params
->w
);
172 ret
[0].sval
= dupstr(buf
);
175 ret
[1].name
= "Height";
176 ret
[1].type
= C_STRING
;
177 sprintf(buf
, "%d", params
->h
);
178 ret
[1].sval
= dupstr(buf
);
181 ret
[2].name
= "Expansion factor";
182 ret
[2].type
= C_STRING
;
183 sprintf(buf
, "%g", params
->expandfactor
);
184 ret
[2].sval
= dupstr(buf
);
195 static game_params
*custom_params(config_item
*cfg
)
197 game_params
*ret
= snew(game_params
);
199 ret
->w
= atoi(cfg
[0].sval
);
200 ret
->h
= atoi(cfg
[1].sval
);
201 ret
->expandfactor
= atof(cfg
[2].sval
);
206 static char *validate_params(game_params
*params
)
208 if (params
->w
<= 0 && params
->h
<= 0)
209 return "Width and height must both be greater than zero";
210 if (params
->w
< 2 && params
->h
< 2)
211 return "Grid area must be greater than one";
212 if (params
->expandfactor
< 0.0F
)
213 return "Expansion factor may not be negative";
227 static struct rectlist
*get_rectlist(game_params
*params
, int *grid
)
232 struct rect
*rects
= NULL
;
233 int nrects
= 0, rectsize
= 0;
236 * Maximum rectangle area is 1/6 of total grid size, unless
237 * this means we can't place any rectangles at all in which
238 * case we set it to 2 at minimum.
240 maxarea
= params
->w
* params
->h
/ 6;
244 for (rw
= 1; rw
<= params
->w
; rw
++)
245 for (rh
= 1; rh
<= params
->h
; rh
++) {
246 if (rw
* rh
> maxarea
)
250 for (x
= 0; x
<= params
->w
- rw
; x
++)
251 for (y
= 0; y
<= params
->h
- rh
; y
++) {
252 if (nrects
>= rectsize
) {
253 rectsize
= nrects
+ 256;
254 rects
= sresize(rects
, rectsize
, struct rect
);
259 rects
[nrects
].w
= rw
;
260 rects
[nrects
].h
= rh
;
266 struct rectlist
*ret
;
267 ret
= snew(struct rectlist
);
272 assert(rects
== NULL
); /* hence no need to free */
277 static void free_rectlist(struct rectlist
*list
)
283 static void place_rect(game_params
*params
, int *grid
, struct rect r
)
285 int idx
= INDEX(params
, r
.x
, r
.y
);
288 for (x
= r
.x
; x
< r
.x
+r
.w
; x
++)
289 for (y
= r
.y
; y
< r
.y
+r
.h
; y
++) {
290 index(params
, grid
, x
, y
) = idx
;
292 #ifdef GENERATION_DIAGNOSTICS
293 printf(" placing rectangle at (%d,%d) size %d x %d\n",
298 static struct rect
find_rect(game_params
*params
, int *grid
, int x
, int y
)
304 * Find the top left of the rectangle.
306 idx
= index(params
, grid
, x
, y
);
312 return r
; /* 1x1 singleton here */
319 * Find the width and height of the rectangle.
322 (x
+w
< params
->w
&& index(params
,grid
,x
+w
,y
)==idx
);
325 (y
+h
< params
->h
&& index(params
,grid
,x
,y
+h
)==idx
);
336 #ifdef GENERATION_DIAGNOSTICS
337 static void display_grid(game_params
*params
, int *grid
, int *numbers
, int all
)
339 unsigned char *egrid
= snewn((params
->w
*2+3) * (params
->h
*2+3),
342 int r
= (params
->w
*2+3);
344 memset(egrid
, 0, (params
->w
*2+3) * (params
->h
*2+3));
346 for (x
= 0; x
< params
->w
; x
++)
347 for (y
= 0; y
< params
->h
; y
++) {
348 int i
= index(params
, grid
, x
, y
);
349 if (x
== 0 || index(params
, grid
, x
-1, y
) != i
)
350 egrid
[(2*y
+2) * r
+ (2*x
+1)] = 1;
351 if (x
== params
->w
-1 || index(params
, grid
, x
+1, y
) != i
)
352 egrid
[(2*y
+2) * r
+ (2*x
+3)] = 1;
353 if (y
== 0 || index(params
, grid
, x
, y
-1) != i
)
354 egrid
[(2*y
+1) * r
+ (2*x
+2)] = 1;
355 if (y
== params
->h
-1 || index(params
, grid
, x
, y
+1) != i
)
356 egrid
[(2*y
+3) * r
+ (2*x
+2)] = 1;
359 for (y
= 1; y
< 2*params
->h
+2; y
++) {
360 for (x
= 1; x
< 2*params
->w
+2; x
++) {
362 int k
= numbers ?
index(params
, numbers
, x
/2-1, y
/2-1) : 0;
363 if (k
|| (all
&& numbers
)) printf("%2d", k
); else printf(" ");
364 } else if (!((y
&x
)&1)) {
365 int v
= egrid
[y
*r
+x
];
366 if ((y
&1) && v
) v
= '-';
367 if ((x
&1) && v
) v
= '|';
370 if (!(x
&1)) putchar(v
);
373 if (egrid
[y
*r
+(x
+1)]) d
|= 1;
374 if (egrid
[(y
-1)*r
+x
]) d
|= 2;
375 if (egrid
[y
*r
+(x
-1)]) d
|= 4;
376 if (egrid
[(y
+1)*r
+x
]) d
|= 8;
377 c
= " ??+?-++?+|+++++"[d
];
379 if (!(x
&1)) putchar(c
);
389 struct game_aux_info
{
391 unsigned char *vedge
; /* (w+1) x h */
392 unsigned char *hedge
; /* w x (h+1) */
395 static char *new_game_seed(game_params
*params
, random_state
*rs
,
399 struct rectlist
*list
;
400 int x
, y
, y2
, y2last
, yx
, run
, i
;
402 game_params params2real
, *params2
= ¶ms2real
;
405 * Set up the smaller width and height which we will use to
406 * generate the base grid.
408 params2
->w
= params
->w
/ (1.0F
+ params
->expandfactor
);
409 if (params2
->w
< 2 && params
->w
>= 2) params2
->w
= 2;
410 params2
->h
= params
->h
/ (1.0F
+ params
->expandfactor
);
411 if (params2
->h
< 2 && params
->h
>= 2) params2
->h
= 2;
413 grid
= snewn(params2
->w
* params2
->h
, int);
415 for (y
= 0; y
< params2
->h
; y
++)
416 for (x
= 0; x
< params2
->w
; x
++) {
417 index(params2
, grid
, x
, y
) = -1;
420 list
= get_rectlist(params2
, grid
);
421 assert(list
!= NULL
);
424 * Place rectangles until we can't any more.
426 while (list
->n
> 0) {
431 * Pick a random rectangle.
433 i
= random_upto(rs
, list
->n
);
439 place_rect(params2
, grid
, r
);
442 * Winnow the list by removing any rectangles which
446 for (i
= 0; i
< list
->n
; i
++) {
447 struct rect s
= list
->rects
[i
];
448 if (s
.x
+s
.w
<= r
.x
|| r
.x
+r
.w
<= s
.x
||
449 s
.y
+s
.h
<= r
.y
|| r
.y
+r
.h
<= s
.y
)
450 list
->rects
[m
++] = s
;
458 * Deal with singleton spaces remaining in the grid, one by
461 * We do this by making a local change to the layout. There are
462 * several possibilities:
464 * +-----+-----+ Here, we can remove the singleton by
465 * | | | extending the 1x2 rectangle below it
466 * +--+--+-----+ into a 1x3.
474 * +--+--+--+ Here, that trick doesn't work: there's no
475 * | | | 1 x n rectangle with the singleton at one
476 * | | | end. Instead, we extend a 1 x n rectangle
477 * | | | _out_ from the singleton, shaving a layer
478 * +--+--+ | off the end of another rectangle. So if we
479 * | | | | extended up, we'd make our singleton part
480 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
481 * | | | used to be; or we could extend right into
482 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
484 * +-----+--+ Here, we can't even do _that_, since any
485 * | | | direction we choose to extend the singleton
486 * +--+--+ | will produce a new singleton as a result of
487 * | | | | truncating one of the size-2 rectangles.
488 * | +--+--+ Fortunately, this case can _only_ occur when
489 * | | | a singleton is surrounded by four size-2s
490 * +--+-----+ in this fashion; so instead we can simply
491 * replace the whole section with a single 3x3.
493 for (x
= 0; x
< params2
->w
; x
++) {
494 for (y
= 0; y
< params2
->h
; y
++) {
495 if (index(params2
, grid
, x
, y
) < 0) {
498 #ifdef GENERATION_DIAGNOSTICS
499 display_grid(params2
, grid
, NULL
, FALSE
);
500 printf("singleton at %d,%d\n", x
, y
);
504 * Check in which directions we can feasibly extend
505 * the singleton. We can extend in a particular
506 * direction iff either:
508 * - the rectangle on that side of the singleton
509 * is not 2x1, and we are at one end of the edge
510 * of it we are touching
512 * - it is 2x1 but we are on its short side.
514 * FIXME: we could plausibly choose between these
515 * based on the sizes of the rectangles they would
519 if (x
< params2
->w
-1) {
520 struct rect r
= find_rect(params2
, grid
, x
+1, y
);
521 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
522 dirs
[ndirs
++] = 1; /* right */
525 struct rect r
= find_rect(params2
, grid
, x
, y
-1);
526 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
527 dirs
[ndirs
++] = 2; /* up */
530 struct rect r
= find_rect(params2
, grid
, x
-1, y
);
531 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
532 dirs
[ndirs
++] = 4; /* left */
534 if (y
< params2
->h
-1) {
535 struct rect r
= find_rect(params2
, grid
, x
, y
+1);
536 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
537 dirs
[ndirs
++] = 8; /* down */
544 which
= random_upto(rs
, ndirs
);
549 assert(x
< params2
->w
+1);
550 #ifdef GENERATION_DIAGNOSTICS
551 printf("extending right\n");
553 r1
= find_rect(params2
, grid
, x
+1, y
);
564 #ifdef GENERATION_DIAGNOSTICS
565 printf("extending up\n");
567 r1
= find_rect(params2
, grid
, x
, y
-1);
578 #ifdef GENERATION_DIAGNOSTICS
579 printf("extending left\n");
581 r1
= find_rect(params2
, grid
, x
-1, y
);
591 assert(y
< params2
->h
+1);
592 #ifdef GENERATION_DIAGNOSTICS
593 printf("extending down\n");
595 r1
= find_rect(params2
, grid
, x
, y
+1);
605 if (r1
.h
> 0 && r1
.w
> 0)
606 place_rect(params2
, grid
, r1
);
607 place_rect(params2
, grid
, r2
);
611 * Sanity-check that there really is a 3x3
612 * rectangle surrounding this singleton and it
613 * contains absolutely everything we could
618 assert(x
> 0 && x
< params2
->w
-1);
619 assert(y
> 0 && y
< params2
->h
-1);
621 for (xx
= x
-1; xx
<= x
+1; xx
++)
622 for (yy
= y
-1; yy
<= y
+1; yy
++) {
623 struct rect r
= find_rect(params2
,grid
,xx
,yy
);
626 assert(r
.x
+r
.w
-1 <= x
+1);
627 assert(r
.y
+r
.h
-1 <= y
+1);
632 #ifdef GENERATION_DIAGNOSTICS
633 printf("need the 3x3 trick\n");
637 * FIXME: If the maximum rectangle area for
638 * this grid is less than 9, we ought to
639 * subdivide the 3x3 in some fashion. There are
640 * five other possibilities:
645 * - a 3 and three 2s (two different arrangements).
653 place_rect(params2
, grid
, r
);
661 * We have now constructed a grid of the size specified in
662 * params2. Now we extend it into a grid of the size specified
663 * in params. We do this in two passes: we extend it vertically
664 * until it's the right height, then we transpose it, then
665 * extend it vertically again (getting it effectively the right
666 * width), then finally transpose again.
668 for (i
= 0; i
< 2; i
++) {
669 int *grid2
, *expand
, *where
;
670 game_params params3real
, *params3
= ¶ms3real
;
672 #ifdef GENERATION_DIAGNOSTICS
673 printf("before expansion:\n");
674 display_grid(params2
, grid
, NULL
, TRUE
);
678 * Set up the new grid.
680 grid2
= snewn(params2
->w
* params
->h
, int);
681 expand
= snewn(params2
->h
-1, int);
682 where
= snewn(params2
->w
, int);
683 params3
->w
= params2
->w
;
684 params3
->h
= params
->h
;
687 * Decide which horizontal edges are going to get expanded,
690 for (y
= 0; y
< params2
->h
-1; y
++)
692 for (y
= params2
->h
; y
< params
->h
; y
++) {
693 x
= random_upto(rs
, params2
->h
-1);
697 #ifdef GENERATION_DIAGNOSTICS
698 printf("expand[] = {");
699 for (y
= 0; y
< params2
->h
-1; y
++)
700 printf(" %d", expand
[y
]);
705 * Perform the expansion. The way this works is that we
708 * - copy a row from grid into grid2
710 * - invent some number of additional rows in grid2 where
711 * there was previously only a horizontal line between
712 * rows in grid, and make random decisions about where
713 * among these to place each rectangle edge that ran
716 for (y
= y2
= y2last
= 0; y
< params2
->h
; y
++) {
718 * Copy a single line from row y of grid into row y2 of
721 for (x
= 0; x
< params2
->w
; x
++) {
722 int val
= index(params2
, grid
, x
, y
);
723 if (val
/ params2
->w
== y
&& /* rect starts on this line */
724 (y2
== 0 || /* we're at the very top, or... */
725 index(params3
, grid2
, x
, y2
-1) / params3
->w
< y2last
726 /* this rect isn't already started */))
727 index(params3
, grid2
, x
, y2
) =
728 INDEX(params3
, val
% params2
->w
, y2
);
730 index(params3
, grid2
, x
, y2
) =
731 index(params3
, grid2
, x
, y2
-1);
735 * If that was the last line, terminate the loop early.
737 if (++y2
== params3
->h
)
743 * Invent some number of additional lines. First walk
744 * along this line working out where to put all the
745 * edges that coincide with it.
748 for (x
= 0; x
< params2
->w
; x
++) {
749 if (index(params2
, grid
, x
, y
) !=
750 index(params2
, grid
, x
, y
+1)) {
752 * This is a horizontal edge, so it needs
756 (index(params2
, grid
, x
-1, y
) !=
757 index(params2
, grid
, x
, y
) &&
758 index(params2
, grid
, x
-1, y
+1) !=
759 index(params2
, grid
, x
, y
+1))) {
761 * Here we have the chance to make a new
764 yx
= random_upto(rs
, expand
[y
]+1);
767 * Here we just reuse the previous value of
776 for (yx
= 0; yx
< expand
[y
]; yx
++) {
778 * Invent a single row. For each square in the row,
779 * we copy the grid entry from the square above it,
780 * unless we're starting the new rectangle here.
782 for (x
= 0; x
< params2
->w
; x
++) {
783 if (yx
== where
[x
]) {
784 int val
= index(params2
, grid
, x
, y
+1);
786 val
= INDEX(params3
, val
, y2
);
787 index(params3
, grid2
, x
, y2
) = val
;
789 index(params3
, grid2
, x
, y2
) =
790 index(params3
, grid2
, x
, y2
-1);
800 #ifdef GENERATION_DIAGNOSTICS
801 printf("after expansion:\n");
802 display_grid(params3
, grid2
, NULL
, TRUE
);
807 params2
->w
= params3
->h
;
808 params2
->h
= params3
->w
;
810 grid
= snewn(params2
->w
* params2
->h
, int);
811 for (x
= 0; x
< params2
->w
; x
++)
812 for (y
= 0; y
< params2
->h
; y
++) {
813 int idx1
= INDEX(params2
, x
, y
);
814 int idx2
= INDEX(params3
, y
, x
);
818 tmp
= (tmp
% params3
->w
) * params2
->w
+ (tmp
/ params3
->w
);
827 params
->w
= params
->h
;
831 #ifdef GENERATION_DIAGNOSTICS
832 printf("after transposition:\n");
833 display_grid(params2
, grid
, NULL
, TRUE
);
838 * Store the rectangle data in the game_aux_info.
841 game_aux_info
*ai
= snew(game_aux_info
);
845 ai
->vedge
= snewn(ai
->w
* ai
->h
, unsigned char);
846 ai
->hedge
= snewn(ai
->w
* ai
->h
, unsigned char);
848 for (y
= 0; y
< params
->h
; y
++)
849 for (x
= 1; x
< params
->w
; x
++) {
851 index(params
, grid
, x
, y
) != index(params
, grid
, x
-1, y
);
853 for (y
= 1; y
< params
->h
; y
++)
854 for (x
= 0; x
< params
->w
; x
++) {
856 index(params
, grid
, x
, y
) != index(params
, grid
, x
, y
-1);
865 numbers
= snewn(params
->w
* params
->h
, int);
867 for (y
= 0; y
< params
->h
; y
++)
868 for (x
= 0; x
< params
->w
; x
++) {
869 index(params
, numbers
, x
, y
) = 0;
872 for (x
= 0; x
< params
->w
; x
++) {
873 for (y
= 0; y
< params
->h
; y
++) {
874 int idx
= INDEX(params
, x
, y
);
875 if (index(params
, grid
, x
, y
) == idx
) {
876 struct rect r
= find_rect(params
, grid
, x
, y
);
880 * Decide where to put the number.
882 n
= random_upto(rs
, r
.w
*r
.h
);
885 index(params
,numbers
,x
+xx
,y
+yy
) = r
.w
*r
.h
;
890 #ifdef GENERATION_DIAGNOSTICS
891 display_grid(params
, grid
, numbers
, FALSE
);
894 seed
= snewn(11 * params
->w
* params
->h
, char);
897 for (i
= 0; i
<= params
->w
* params
->h
; i
++) {
898 int n
= (i
< params
->w
* params
->h ? numbers
[i
] : -1);
905 int c
= 'a' - 1 + run
;
909 run
-= c
- ('a' - 1);
913 * If there's a number in the very top left or
914 * bottom right, there's no point putting an
915 * unnecessary _ before or after it.
917 if (p
> seed
&& n
> 0)
921 p
+= sprintf(p
, "%d", n
);
933 static void game_free_aux_info(game_aux_info
*ai
)
940 static char *validate_seed(game_params
*params
, char *seed
)
942 int area
= params
->w
* params
->h
;
947 if (n
>= 'a' && n
<= 'z') {
948 squares
+= n
- 'a' + 1;
949 } else if (n
== '_') {
951 } else if (n
> '0' && n
<= '9') {
953 while (*seed
>= '0' && *seed
<= '9')
956 return "Invalid character in game specification";
960 return "Not enough data to fill grid";
963 return "Too much data to fit in grid";
968 static game_state
*new_game(game_params
*params
, char *seed
)
970 game_state
*state
= snew(game_state
);
973 state
->w
= params
->w
;
974 state
->h
= params
->h
;
976 area
= state
->w
* state
->h
;
978 state
->grid
= snewn(area
, int);
979 state
->vedge
= snewn(area
, unsigned char);
980 state
->hedge
= snewn(area
, unsigned char);
981 state
->completed
= state
->cheated
= FALSE
;
986 if (n
>= 'a' && n
<= 'z') {
987 int run
= n
- 'a' + 1;
988 assert(i
+ run
<= area
);
990 state
->grid
[i
++] = 0;
991 } else if (n
== '_') {
993 } else if (n
> '0' && n
<= '9') {
995 state
->grid
[i
++] = atoi(seed
-1);
996 while (*seed
>= '0' && *seed
<= '9')
999 assert(!"We can't get here");
1004 for (y
= 0; y
< state
->h
; y
++)
1005 for (x
= 0; x
< state
->w
; x
++)
1006 vedge(state
,x
,y
) = hedge(state
,x
,y
) = 0;
1011 static game_state
*dup_game(game_state
*state
)
1013 game_state
*ret
= snew(game_state
);
1018 ret
->vedge
= snewn(state
->w
* state
->h
, unsigned char);
1019 ret
->hedge
= snewn(state
->w
* state
->h
, unsigned char);
1020 ret
->grid
= snewn(state
->w
* state
->h
, int);
1022 ret
->completed
= state
->completed
;
1023 ret
->cheated
= state
->cheated
;
1025 memcpy(ret
->grid
, state
->grid
, state
->w
* state
->h
* sizeof(int));
1026 memcpy(ret
->vedge
, state
->vedge
, state
->w
*state
->h
*sizeof(unsigned char));
1027 memcpy(ret
->hedge
, state
->hedge
, state
->w
*state
->h
*sizeof(unsigned char));
1032 static void free_game(game_state
*state
)
1035 sfree(state
->vedge
);
1036 sfree(state
->hedge
);
1040 static game_state
*solve_game(game_state
*state
, game_aux_info
*ai
,
1046 *error
= "Solution not known for this puzzle";
1050 assert(state
->w
== ai
->w
);
1051 assert(state
->h
== ai
->h
);
1053 ret
= dup_game(state
);
1054 memcpy(ret
->vedge
, ai
->vedge
, ai
->w
* ai
->h
* sizeof(unsigned char));
1055 memcpy(ret
->hedge
, ai
->hedge
, ai
->w
* ai
->h
* sizeof(unsigned char));
1056 ret
->cheated
= TRUE
;
1061 static char *game_text_format(game_state
*state
)
1063 char *ret
, *p
, buf
[80];
1064 int i
, x
, y
, col
, maxlen
;
1067 * First determine the number of spaces required to display a
1068 * number. We'll use at least two, because one looks a bit
1072 for (i
= 0; i
< state
->w
* state
->h
; i
++) {
1073 x
= sprintf(buf
, "%d", state
->grid
[i
]);
1074 if (col
< x
) col
= x
;
1078 * Now we know the exact total size of the grid we're going to
1079 * produce: it's got 2*h+1 rows, each containing w lots of col,
1080 * w+1 boundary characters and a trailing newline.
1082 maxlen
= (2*state
->h
+1) * (state
->w
* (col
+1) + 2);
1084 ret
= snewn(maxlen
, char);
1087 for (y
= 0; y
<= 2*state
->h
; y
++) {
1088 for (x
= 0; x
<= 2*state
->w
; x
++) {
1093 int v
= grid(state
, x
/2, y
/2);
1095 sprintf(buf
, "%*d", col
, v
);
1097 sprintf(buf
, "%*s", col
, "");
1098 memcpy(p
, buf
, col
);
1102 * Display a horizontal edge or nothing.
1104 int h
= (y
==0 || y
==2*state
->h ?
1 :
1105 HRANGE(state
, x
/2, y
/2) && hedge(state
, x
/2, y
/2));
1111 for (i
= 0; i
< col
; i
++)
1115 * Display a vertical edge or nothing.
1117 int v
= (x
==0 || x
==2*state
->w ?
1 :
1118 VRANGE(state
, x
/2, y
/2) && vedge(state
, x
/2, y
/2));
1125 * Display a corner, or a vertical edge, or a
1126 * horizontal edge, or nothing.
1128 int hl
= (y
==0 || y
==2*state
->h ?
1 :
1129 HRANGE(state
, (x
-1)/2, y
/2) && hedge(state
, (x
-1)/2, y
/2));
1130 int hr
= (y
==0 || y
==2*state
->h ?
1 :
1131 HRANGE(state
, (x
+1)/2, y
/2) && hedge(state
, (x
+1)/2, y
/2));
1132 int vu
= (x
==0 || x
==2*state
->w ?
1 :
1133 VRANGE(state
, x
/2, (y
-1)/2) && vedge(state
, x
/2, (y
-1)/2));
1134 int vd
= (x
==0 || x
==2*state
->w ?
1 :
1135 VRANGE(state
, x
/2, (y
+1)/2) && vedge(state
, x
/2, (y
+1)/2));
1136 if (!hl
&& !hr
&& !vu
&& !vd
)
1138 else if (hl
&& hr
&& !vu
&& !vd
)
1140 else if (!hl
&& !hr
&& vu
&& vd
)
1149 assert(p
- ret
== maxlen
);
1154 static unsigned char *get_correct(game_state
*state
)
1159 ret
= snewn(state
->w
* state
->h
, unsigned char);
1160 memset(ret
, 0xFF, state
->w
* state
->h
);
1162 for (x
= 0; x
< state
->w
; x
++)
1163 for (y
= 0; y
< state
->h
; y
++)
1164 if (index(state
,ret
,x
,y
) == 0xFF) {
1167 int num
, area
, valid
;
1170 * Find a rectangle starting at this point.
1173 while (x
+rw
< state
->w
&& !vedge(state
,x
+rw
,y
))
1176 while (y
+rh
< state
->h
&& !hedge(state
,x
,y
+rh
))
1180 * We know what the dimensions of the rectangle
1181 * should be if it's there at all. Find out if we
1182 * really have a valid rectangle.
1185 /* Check the horizontal edges. */
1186 for (xx
= x
; xx
< x
+rw
; xx
++) {
1187 for (yy
= y
; yy
<= y
+rh
; yy
++) {
1188 int e
= !HRANGE(state
,xx
,yy
) || hedge(state
,xx
,yy
);
1189 int ec
= (yy
== y
|| yy
== y
+rh
);
1194 /* Check the vertical edges. */
1195 for (yy
= y
; yy
< y
+rh
; yy
++) {
1196 for (xx
= x
; xx
<= x
+rw
; xx
++) {
1197 int e
= !VRANGE(state
,xx
,yy
) || vedge(state
,xx
,yy
);
1198 int ec
= (xx
== x
|| xx
== x
+rw
);
1205 * If this is not a valid rectangle with no other
1206 * edges inside it, we just mark this square as not
1207 * complete and proceed to the next square.
1210 index(state
, ret
, x
, y
) = 0;
1215 * We have a rectangle. Now see what its area is,
1216 * and how many numbers are in it.
1220 for (xx
= x
; xx
< x
+rw
; xx
++) {
1221 for (yy
= y
; yy
< y
+rh
; yy
++) {
1223 if (grid(state
,xx
,yy
)) {
1225 valid
= FALSE
; /* two numbers */
1226 num
= grid(state
,xx
,yy
);
1234 * Now fill in the whole rectangle based on the
1237 for (xx
= x
; xx
< x
+rw
; xx
++) {
1238 for (yy
= y
; yy
< y
+rh
; yy
++) {
1239 index(state
, ret
, xx
, yy
) = valid
;
1249 * These coordinates are 2 times the obvious grid coordinates.
1250 * Hence, the top left of the grid is (0,0), the grid point to
1251 * the right of that is (2,0), the one _below that_ is (2,2)
1252 * and so on. This is so that we can specify a drag start point
1253 * on an edge (one odd coordinate) or in the middle of a square
1254 * (two odd coordinates) rather than always at a corner.
1256 * -1,-1 means no drag is in progress.
1263 * This flag is set as soon as a dragging action moves the
1264 * mouse pointer away from its starting point, so that even if
1265 * the pointer _returns_ to its starting point the action is
1266 * treated as a small drag rather than a click.
1271 static game_ui
*new_ui(game_state
*state
)
1273 game_ui
*ui
= snew(game_ui
);
1274 ui
->drag_start_x
= -1;
1275 ui
->drag_start_y
= -1;
1276 ui
->drag_end_x
= -1;
1277 ui
->drag_end_y
= -1;
1278 ui
->dragged
= FALSE
;
1282 static void free_ui(game_ui
*ui
)
1287 static void coord_round(float x
, float y
, int *xr
, int *yr
)
1289 float xs
, ys
, xv
, yv
, dx
, dy
, dist
;
1292 * Find the nearest square-centre.
1294 xs
= (float)floor(x
) + 0.5F
;
1295 ys
= (float)floor(y
) + 0.5F
;
1298 * And find the nearest grid vertex.
1300 xv
= (float)floor(x
+ 0.5F
);
1301 yv
= (float)floor(y
+ 0.5F
);
1304 * We allocate clicks in parts of the grid square to either
1305 * corners, edges or square centres, as follows:
1321 * In other words: we measure the square distance (i.e.
1322 * max(dx,dy)) from the click to the nearest corner, and if
1323 * it's within CORNER_TOLERANCE then we return a corner click.
1324 * We measure the square distance from the click to the nearest
1325 * centre, and if that's within CENTRE_TOLERANCE we return a
1326 * centre click. Failing that, we find which of the two edge
1327 * centres is nearer to the click and return that edge.
1331 * Check for corner click.
1333 dx
= (float)fabs(x
- xv
);
1334 dy
= (float)fabs(y
- yv
);
1335 dist
= (dx
> dy ? dx
: dy
);
1336 if (dist
< CORNER_TOLERANCE
) {
1341 * Check for centre click.
1343 dx
= (float)fabs(x
- xs
);
1344 dy
= (float)fabs(y
- ys
);
1345 dist
= (dx
> dy ? dx
: dy
);
1346 if (dist
< CENTRE_TOLERANCE
) {
1347 *xr
= 1 + 2 * (int)xs
;
1348 *yr
= 1 + 2 * (int)ys
;
1351 * Failing both of those, see which edge we're closer to.
1352 * Conveniently, this is simply done by testing the relative
1353 * magnitude of dx and dy (which are currently distances from
1354 * the square centre).
1357 /* Vertical edge: x-coord of corner,
1358 * y-coord of square centre. */
1360 *yr
= 1 + 2 * (int)ys
;
1362 /* Horizontal edge: x-coord of square centre,
1363 * y-coord of corner. */
1364 *xr
= 1 + 2 * (int)xs
;
1371 static void ui_draw_rect(game_state
*state
, game_ui
*ui
,
1372 unsigned char *hedge
, unsigned char *vedge
, int c
)
1374 int x1
, x2
, y1
, y2
, x
, y
, t
;
1376 x1
= ui
->drag_start_x
;
1377 x2
= ui
->drag_end_x
;
1378 if (x2
< x1
) { t
= x1
; x1
= x2
; x2
= t
; }
1380 y1
= ui
->drag_start_y
;
1381 y2
= ui
->drag_end_y
;
1382 if (y2
< y1
) { t
= y1
; y1
= y2
; y2
= t
; }
1384 x1
= x1
/ 2; /* rounds down */
1385 x2
= (x2
+1) / 2; /* rounds up */
1386 y1
= y1
/ 2; /* rounds down */
1387 y2
= (y2
+1) / 2; /* rounds up */
1390 * Draw horizontal edges of rectangles.
1392 for (x
= x1
; x
< x2
; x
++)
1393 for (y
= y1
; y
<= y2
; y
++)
1394 if (HRANGE(state
,x
,y
)) {
1395 int val
= index(state
,hedge
,x
,y
);
1396 if (y
== y1
|| y
== y2
)
1400 index(state
,hedge
,x
,y
) = val
;
1404 * Draw vertical edges of rectangles.
1406 for (y
= y1
; y
< y2
; y
++)
1407 for (x
= x1
; x
<= x2
; x
++)
1408 if (VRANGE(state
,x
,y
)) {
1409 int val
= index(state
,vedge
,x
,y
);
1410 if (x
== x1
|| x
== x2
)
1414 index(state
,vedge
,x
,y
) = val
;
1418 static game_state
*make_move(game_state
*from
, game_ui
*ui
,
1419 int x
, int y
, int button
)
1422 int startdrag
= FALSE
, enddrag
= FALSE
, active
= FALSE
;
1425 if (button
== LEFT_BUTTON
) {
1427 } else if (button
== LEFT_RELEASE
) {
1429 } else if (button
!= LEFT_DRAG
) {
1433 coord_round(FROMCOORD((float)x
), FROMCOORD((float)y
), &xc
, &yc
);
1436 ui
->drag_start_x
= xc
;
1437 ui
->drag_start_y
= yc
;
1438 ui
->drag_end_x
= xc
;
1439 ui
->drag_end_y
= yc
;
1440 ui
->dragged
= FALSE
;
1444 if (xc
!= ui
->drag_end_x
|| yc
!= ui
->drag_end_y
) {
1445 ui
->drag_end_x
= xc
;
1446 ui
->drag_end_y
= yc
;
1454 if (xc
>= 0 && xc
<= 2*from
->w
&&
1455 yc
>= 0 && yc
<= 2*from
->h
) {
1456 ret
= dup_game(from
);
1459 ui_draw_rect(ret
, ui
, ret
->hedge
, ret
->vedge
, 1);
1461 if ((xc
& 1) && !(yc
& 1) && HRANGE(from
,xc
/2,yc
/2)) {
1462 hedge(ret
,xc
/2,yc
/2) = !hedge(ret
,xc
/2,yc
/2);
1464 if ((yc
& 1) && !(xc
& 1) && VRANGE(from
,xc
/2,yc
/2)) {
1465 vedge(ret
,xc
/2,yc
/2) = !vedge(ret
,xc
/2,yc
/2);
1469 if (!memcmp(ret
->hedge
, from
->hedge
, from
->w
*from
->h
) &&
1470 !memcmp(ret
->vedge
, from
->vedge
, from
->w
*from
->h
)) {
1476 * We've made a real change to the grid. Check to see
1477 * if the game has been completed.
1479 if (ret
&& !ret
->completed
) {
1481 unsigned char *correct
= get_correct(ret
);
1484 for (x
= 0; x
< ret
->w
; x
++)
1485 for (y
= 0; y
< ret
->h
; y
++)
1486 if (!index(ret
, correct
, x
, y
))
1492 ret
->completed
= TRUE
;
1496 ui
->drag_start_x
= -1;
1497 ui
->drag_start_y
= -1;
1498 ui
->drag_end_x
= -1;
1499 ui
->drag_end_y
= -1;
1500 ui
->dragged
= FALSE
;
1505 return ret
; /* a move has been made */
1507 return from
; /* UI activity has occurred */
1512 /* ----------------------------------------------------------------------
1516 #define CORRECT 65536
1518 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1519 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1520 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
1522 struct game_drawstate
{
1525 unsigned int *visible
;
1528 static void game_size(game_params
*params
, int *x
, int *y
)
1530 *x
= params
->w
* TILE_SIZE
+ 2*BORDER
+ 1;
1531 *y
= params
->h
* TILE_SIZE
+ 2*BORDER
+ 1;
1534 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
1536 float *ret
= snewn(3 * NCOLOURS
, float);
1538 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1540 ret
[COL_GRID
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1541 ret
[COL_GRID
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1542 ret
[COL_GRID
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
1544 ret
[COL_DRAG
* 3 + 0] = 1.0F
;
1545 ret
[COL_DRAG
* 3 + 1] = 0.0F
;
1546 ret
[COL_DRAG
* 3 + 2] = 0.0F
;
1548 ret
[COL_CORRECT
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1549 ret
[COL_CORRECT
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1550 ret
[COL_CORRECT
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1552 ret
[COL_LINE
* 3 + 0] = 0.0F
;
1553 ret
[COL_LINE
* 3 + 1] = 0.0F
;
1554 ret
[COL_LINE
* 3 + 2] = 0.0F
;
1556 ret
[COL_TEXT
* 3 + 0] = 0.0F
;
1557 ret
[COL_TEXT
* 3 + 1] = 0.0F
;
1558 ret
[COL_TEXT
* 3 + 2] = 0.0F
;
1560 *ncolours
= NCOLOURS
;
1564 static game_drawstate
*game_new_drawstate(game_state
*state
)
1566 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1569 ds
->started
= FALSE
;
1572 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned int);
1573 for (i
= 0; i
< ds
->w
* ds
->h
; i
++)
1574 ds
->visible
[i
] = 0xFFFF;
1579 static void game_free_drawstate(game_drawstate
*ds
)
1585 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
1586 unsigned char *hedge
, unsigned char *vedge
,
1587 unsigned char *corners
, int correct
)
1589 int cx
= COORD(x
), cy
= COORD(y
);
1592 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1, COL_GRID
);
1593 draw_rect(fe
, cx
+1, cy
+1, TILE_SIZE
-1, TILE_SIZE
-1,
1594 correct ? COL_CORRECT
: COL_BACKGROUND
);
1596 if (grid(state
,x
,y
)) {
1597 sprintf(str
, "%d", grid(state
,x
,y
));
1598 draw_text(fe
, cx
+TILE_SIZE
/2, cy
+TILE_SIZE
/2, FONT_VARIABLE
,
1599 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
, COL_TEXT
, str
);
1605 if (!HRANGE(state
,x
,y
) || index(state
,hedge
,x
,y
))
1606 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, 2,
1607 HRANGE(state
,x
,y
) ?
COLOUR(index(state
,hedge
,x
,y
)) :
1609 if (!HRANGE(state
,x
,y
+1) || index(state
,hedge
,x
,y
+1))
1610 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, TILE_SIZE
+1, 2,
1611 HRANGE(state
,x
,y
+1) ?
COLOUR(index(state
,hedge
,x
,y
+1)) :
1613 if (!VRANGE(state
,x
,y
) || index(state
,vedge
,x
,y
))
1614 draw_rect(fe
, cx
, cy
, 2, TILE_SIZE
+1,
1615 VRANGE(state
,x
,y
) ?
COLOUR(index(state
,vedge
,x
,y
)) :
1617 if (!VRANGE(state
,x
+1,y
) || index(state
,vedge
,x
+1,y
))
1618 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, TILE_SIZE
+1,
1619 VRANGE(state
,x
+1,y
) ?
COLOUR(index(state
,vedge
,x
+1,y
)) :
1625 if (index(state
,corners
,x
,y
))
1626 draw_rect(fe
, cx
, cy
, 2, 2,
1627 COLOUR(index(state
,corners
,x
,y
)));
1628 if (x
+1 < state
->w
&& index(state
,corners
,x
+1,y
))
1629 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, 2,
1630 COLOUR(index(state
,corners
,x
+1,y
)));
1631 if (y
+1 < state
->h
&& index(state
,corners
,x
,y
+1))
1632 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, 2, 2,
1633 COLOUR(index(state
,corners
,x
,y
+1)));
1634 if (x
+1 < state
->w
&& y
+1 < state
->h
&& index(state
,corners
,x
+1,y
+1))
1635 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
+TILE_SIZE
-1, 2, 2,
1636 COLOUR(index(state
,corners
,x
+1,y
+1)));
1638 draw_update(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1);
1641 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1642 game_state
*state
, int dir
, game_ui
*ui
,
1643 float animtime
, float flashtime
)
1646 unsigned char *correct
;
1647 unsigned char *hedge
, *vedge
, *corners
;
1649 correct
= get_correct(state
);
1652 hedge
= snewn(state
->w
*state
->h
, unsigned char);
1653 vedge
= snewn(state
->w
*state
->h
, unsigned char);
1654 memcpy(hedge
, state
->hedge
, state
->w
*state
->h
);
1655 memcpy(vedge
, state
->vedge
, state
->w
*state
->h
);
1656 ui_draw_rect(state
, ui
, hedge
, vedge
, 2);
1658 hedge
= state
->hedge
;
1659 vedge
= state
->vedge
;
1662 corners
= snewn(state
->w
* state
->h
, unsigned char);
1663 memset(corners
, 0, state
->w
* state
->h
);
1664 for (x
= 0; x
< state
->w
; x
++)
1665 for (y
= 0; y
< state
->h
; y
++) {
1667 int e
= index(state
, vedge
, x
, y
);
1668 if (index(state
,corners
,x
,y
) < e
)
1669 index(state
,corners
,x
,y
) = e
;
1670 if (y
+1 < state
->h
&&
1671 index(state
,corners
,x
,y
+1) < e
)
1672 index(state
,corners
,x
,y
+1) = e
;
1675 int e
= index(state
, hedge
, x
, y
);
1676 if (index(state
,corners
,x
,y
) < e
)
1677 index(state
,corners
,x
,y
) = e
;
1678 if (x
+1 < state
->w
&&
1679 index(state
,corners
,x
+1,y
) < e
)
1680 index(state
,corners
,x
+1,y
) = e
;
1686 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
1687 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1, COL_BACKGROUND
);
1688 draw_rect(fe
, COORD(0)-1, COORD(0)-1,
1689 ds
->w
*TILE_SIZE
+3, ds
->h
*TILE_SIZE
+3, COL_LINE
);
1691 draw_update(fe
, 0, 0,
1692 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
1693 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1);
1696 for (x
= 0; x
< state
->w
; x
++)
1697 for (y
= 0; y
< state
->h
; y
++) {
1700 if (HRANGE(state
,x
,y
))
1701 c
|= index(state
,hedge
,x
,y
);
1702 if (HRANGE(state
,x
,y
+1))
1703 c
|= index(state
,hedge
,x
,y
+1) << 2;
1704 if (VRANGE(state
,x
,y
))
1705 c
|= index(state
,vedge
,x
,y
) << 4;
1706 if (VRANGE(state
,x
+1,y
))
1707 c
|= index(state
,vedge
,x
+1,y
) << 6;
1708 c
|= index(state
,corners
,x
,y
) << 8;
1710 c
|= index(state
,corners
,x
+1,y
) << 10;
1712 c
|= index(state
,corners
,x
,y
+1) << 12;
1713 if (x
+1 < state
->w
&& y
+1 < state
->h
)
1714 c
|= index(state
,corners
,x
+1,y
+1) << 14;
1715 if (index(state
, correct
, x
, y
) && !flashtime
)
1718 if (index(ds
,ds
->visible
,x
,y
) != c
) {
1719 draw_tile(fe
, state
, x
, y
, hedge
, vedge
, corners
, c
& CORRECT
);
1720 index(ds
,ds
->visible
,x
,y
) = c
;
1724 if (hedge
!= state
->hedge
) {
1733 static float game_anim_length(game_state
*oldstate
,
1734 game_state
*newstate
, int dir
)
1739 static float game_flash_length(game_state
*oldstate
,
1740 game_state
*newstate
, int dir
)
1742 if (!oldstate
->completed
&& newstate
->completed
&&
1743 !oldstate
->cheated
&& !newstate
->cheated
)
1748 static int game_wants_statusbar(void)
1754 #define thegame rect
1757 const struct game thegame
= {
1758 "Rectangles", "games.rectangles",
1765 TRUE
, game_configure
, custom_params
,
1774 TRUE
, game_text_format
,
1781 game_free_drawstate
,
1785 game_wants_statusbar
,