2 * rect.c: Puzzle from nikoli.co.jp. You have a square grid with
3 * numbers in some squares; you must divide the square grid up into
4 * variously sized rectangles, such that every rectangle contains
5 * exactly one numbered square and the area of each rectangle is
6 * equal to the number contained in it.
12 * - Improve on singleton removal by making an aesthetic choice
13 * about which of the options to take.
15 * - When doing the 3x3 trick in singleton removal, limit the size
16 * of the generated rectangles in accordance with the max
19 * - If we start by sorting the rectlist in descending order
20 * of area, we might be able to bias our random number
21 * selection to produce a few large rectangles more often
22 * than oodles of small ones? Unsure, but might be worth a
51 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
52 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
53 #define grid(state,x,y) index(state, (state)->grid, x, y)
54 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
55 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
57 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
58 (y) >= dy && (y) < (state)->h )
59 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
60 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
61 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
63 #define PREFERRED_TILE_SIZE 24
64 #define TILE_SIZE (ds->tilesize)
65 #define BORDER (TILE_SIZE * 3 / 4)
67 #define CORNER_TOLERANCE 0.15F
68 #define CENTRE_TOLERANCE 0.15F
70 #define FLASH_TIME 0.13F
72 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
73 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
77 int *grid
; /* contains the numbers */
78 unsigned char *vedge
; /* (w+1) x h */
79 unsigned char *hedge
; /* w x (h+1) */
80 int completed
, cheated
;
83 static game_params
*default_params(void)
85 game_params
*ret
= snew(game_params
);
88 ret
->expandfactor
= 0.0F
;
94 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
101 case 0: w
= 7, h
= 7; break;
102 case 1: w
= 9, h
= 9; break;
103 case 2: w
= 11, h
= 11; break;
104 case 3: w
= 13, h
= 13; break;
105 case 4: w
= 15, h
= 15; break;
107 case 5: w
= 17, h
= 17; break;
108 case 6: w
= 19, h
= 19; break;
110 default: return FALSE
;
113 sprintf(buf
, "%dx%d", w
, h
);
115 *params
= ret
= snew(game_params
);
118 ret
->expandfactor
= 0.0F
;
123 static void free_params(game_params
*params
)
128 static game_params
*dup_params(game_params
*params
)
130 game_params
*ret
= snew(game_params
);
131 *ret
= *params
; /* structure copy */
135 static void decode_params(game_params
*ret
, char const *string
)
137 ret
->w
= ret
->h
= atoi(string
);
138 while (*string
&& isdigit((unsigned char)*string
)) string
++;
139 if (*string
== 'x') {
141 ret
->h
= atoi(string
);
142 while (*string
&& isdigit((unsigned char)*string
)) string
++;
144 if (*string
== 'e') {
146 ret
->expandfactor
= atof(string
);
148 (*string
== '.' || isdigit((unsigned char)*string
))) string
++;
150 if (*string
== 'a') {
156 static char *encode_params(game_params
*params
, int full
)
160 sprintf(data
, "%dx%d", params
->w
, params
->h
);
161 if (full
&& params
->expandfactor
)
162 sprintf(data
+ strlen(data
), "e%g", params
->expandfactor
);
163 if (full
&& !params
->unique
)
169 static config_item
*game_configure(game_params
*params
)
174 ret
= snewn(5, config_item
);
176 ret
[0].name
= "Width";
177 ret
[0].type
= C_STRING
;
178 sprintf(buf
, "%d", params
->w
);
179 ret
[0].sval
= dupstr(buf
);
182 ret
[1].name
= "Height";
183 ret
[1].type
= C_STRING
;
184 sprintf(buf
, "%d", params
->h
);
185 ret
[1].sval
= dupstr(buf
);
188 ret
[2].name
= "Expansion factor";
189 ret
[2].type
= C_STRING
;
190 sprintf(buf
, "%g", params
->expandfactor
);
191 ret
[2].sval
= dupstr(buf
);
194 ret
[3].name
= "Ensure unique solution";
195 ret
[3].type
= C_BOOLEAN
;
197 ret
[3].ival
= params
->unique
;
207 static game_params
*custom_params(config_item
*cfg
)
209 game_params
*ret
= snew(game_params
);
211 ret
->w
= atoi(cfg
[0].sval
);
212 ret
->h
= atoi(cfg
[1].sval
);
213 ret
->expandfactor
= atof(cfg
[2].sval
);
214 ret
->unique
= cfg
[3].ival
;
219 static char *validate_params(game_params
*params
)
221 if (params
->w
<= 0 || params
->h
<= 0)
222 return "Width and height must both be greater than zero";
223 if (params
->w
*params
->h
< 2)
224 return "Grid area must be greater than one";
225 if (params
->expandfactor
< 0.0F
)
226 return "Expansion factor may not be negative";
247 struct point
*points
;
250 /* ----------------------------------------------------------------------
251 * Solver for Rectangles games.
253 * This solver is souped up beyond the needs of actually _solving_
254 * a puzzle. It is also designed to cope with uncertainty about
255 * where the numbers have been placed. This is because I run it on
256 * my generated grids _before_ placing the numbers, and have it
257 * tell me where I need to place the numbers to ensure a unique
261 static void remove_rect_placement(int w
, int h
,
262 struct rectlist
*rectpositions
,
264 int rectnum
, int placement
)
268 #ifdef SOLVER_DIAGNOSTICS
269 printf("ruling out rect %d placement at %d,%d w=%d h=%d\n", rectnum
,
270 rectpositions
[rectnum
].rects
[placement
].x
,
271 rectpositions
[rectnum
].rects
[placement
].y
,
272 rectpositions
[rectnum
].rects
[placement
].w
,
273 rectpositions
[rectnum
].rects
[placement
].h
);
277 * Decrement each entry in the overlaps array to reflect the
278 * removal of this rectangle placement.
280 for (yy
= 0; yy
< rectpositions
[rectnum
].rects
[placement
].h
; yy
++) {
281 y
= yy
+ rectpositions
[rectnum
].rects
[placement
].y
;
282 for (xx
= 0; xx
< rectpositions
[rectnum
].rects
[placement
].w
; xx
++) {
283 x
= xx
+ rectpositions
[rectnum
].rects
[placement
].x
;
285 assert(overlaps
[(rectnum
* h
+ y
) * w
+ x
] != 0);
287 if (overlaps
[(rectnum
* h
+ y
) * w
+ x
] > 0)
288 overlaps
[(rectnum
* h
+ y
) * w
+ x
]--;
293 * Remove the placement from the list of positions for that
294 * rectangle, by interchanging it with the one on the end.
296 if (placement
< rectpositions
[rectnum
].n
- 1) {
299 t
= rectpositions
[rectnum
].rects
[rectpositions
[rectnum
].n
- 1];
300 rectpositions
[rectnum
].rects
[rectpositions
[rectnum
].n
- 1] =
301 rectpositions
[rectnum
].rects
[placement
];
302 rectpositions
[rectnum
].rects
[placement
] = t
;
304 rectpositions
[rectnum
].n
--;
307 static void remove_number_placement(int w
, int h
, struct numberdata
*number
,
308 int index
, int *rectbyplace
)
311 * Remove the entry from the rectbyplace array.
313 rectbyplace
[number
->points
[index
].y
* w
+ number
->points
[index
].x
] = -1;
316 * Remove the placement from the list of candidates for that
317 * number, by interchanging it with the one on the end.
319 if (index
< number
->npoints
- 1) {
322 t
= number
->points
[number
->npoints
- 1];
323 number
->points
[number
->npoints
- 1] = number
->points
[index
];
324 number
->points
[index
] = t
;
329 static int rect_solver(int w
, int h
, int nrects
, struct numberdata
*numbers
,
330 game_state
*result
, random_state
*rs
)
332 struct rectlist
*rectpositions
;
333 int *overlaps
, *rectbyplace
, *workspace
;
337 * Start by setting up a list of candidate positions for each
340 rectpositions
= snewn(nrects
, struct rectlist
);
341 for (i
= 0; i
< nrects
; i
++) {
342 int rw
, rh
, area
= numbers
[i
].area
;
343 int j
, minx
, miny
, maxx
, maxy
;
345 int rlistn
, rlistsize
;
348 * For each rectangle, begin by finding the bounding
349 * rectangle of its candidate number placements.
354 for (j
= 0; j
< numbers
[i
].npoints
; j
++) {
355 if (minx
> numbers
[i
].points
[j
].x
) minx
= numbers
[i
].points
[j
].x
;
356 if (miny
> numbers
[i
].points
[j
].y
) miny
= numbers
[i
].points
[j
].y
;
357 if (maxx
< numbers
[i
].points
[j
].x
) maxx
= numbers
[i
].points
[j
].x
;
358 if (maxy
< numbers
[i
].points
[j
].y
) maxy
= numbers
[i
].points
[j
].y
;
362 * Now loop over all possible rectangle placements
363 * overlapping a point within that bounding rectangle;
364 * ensure each one actually contains a candidate number
365 * placement, and add it to the list.
368 rlistn
= rlistsize
= 0;
370 for (rw
= 1; rw
<= area
&& rw
<= w
; rw
++) {
379 for (y
= miny
- rh
+ 1; y
<= maxy
; y
++) {
380 if (y
< 0 || y
+rh
> h
)
383 for (x
= minx
- rw
+ 1; x
<= maxx
; x
++) {
384 if (x
< 0 || x
+rw
> w
)
388 * See if we can find a candidate number
389 * placement within this rectangle.
391 for (j
= 0; j
< numbers
[i
].npoints
; j
++)
392 if (numbers
[i
].points
[j
].x
>= x
&&
393 numbers
[i
].points
[j
].x
< x
+rw
&&
394 numbers
[i
].points
[j
].y
>= y
&&
395 numbers
[i
].points
[j
].y
< y
+rh
)
398 if (j
< numbers
[i
].npoints
) {
400 * Add this to the list of candidate
401 * placements for this rectangle.
403 if (rlistn
>= rlistsize
) {
404 rlistsize
= rlistn
+ 32;
405 rlist
= sresize(rlist
, rlistsize
, struct rect
);
409 rlist
[rlistn
].w
= rw
;
410 rlist
[rlistn
].h
= rh
;
411 #ifdef SOLVER_DIAGNOSTICS
412 printf("rect %d [area %d]: candidate position at"
413 " %d,%d w=%d h=%d\n",
414 i
, area
, x
, y
, rw
, rh
);
422 rectpositions
[i
].rects
= rlist
;
423 rectpositions
[i
].n
= rlistn
;
427 * Next, construct a multidimensional array tracking how many
428 * candidate positions for each rectangle overlap each square.
430 * Indexing of this array is by the formula
432 * overlaps[(rectindex * h + y) * w + x]
434 overlaps
= snewn(nrects
* w
* h
, int);
435 memset(overlaps
, 0, nrects
* w
* h
* sizeof(int));
436 for (i
= 0; i
< nrects
; i
++) {
439 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
442 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++)
443 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++)
444 overlaps
[(i
* h
+ yy
+rectpositions
[i
].rects
[j
].y
) * w
+
445 xx
+rectpositions
[i
].rects
[j
].x
]++;
450 * Also we want an array covering the grid once, to make it
451 * easy to figure out which squares are candidate number
452 * placements for which rectangles. (The existence of this
453 * single array assumes that no square starts off as a
454 * candidate number placement for more than one rectangle. This
455 * assumption is justified, because this solver is _either_
456 * used to solve real problems - in which case there is a
457 * single placement for every number - _or_ used to decide on
458 * number placements for a new puzzle, in which case each
459 * number's placements are confined to the intended position of
460 * the rectangle containing that number.)
462 rectbyplace
= snewn(w
* h
, int);
463 for (i
= 0; i
< w
*h
; i
++)
466 for (i
= 0; i
< nrects
; i
++) {
469 for (j
= 0; j
< numbers
[i
].npoints
; j
++) {
470 int x
= numbers
[i
].points
[j
].x
;
471 int y
= numbers
[i
].points
[j
].y
;
473 assert(rectbyplace
[y
* w
+ x
] == -1);
474 rectbyplace
[y
* w
+ x
] = i
;
478 workspace
= snewn(nrects
, int);
481 * Now run the actual deduction loop.
484 int done_something
= FALSE
;
486 #ifdef SOLVER_DIAGNOSTICS
487 printf("starting deduction loop\n");
489 for (i
= 0; i
< nrects
; i
++) {
490 printf("rect %d overlaps:\n", i
);
493 for (y
= 0; y
< h
; y
++) {
494 for (x
= 0; x
< w
; x
++) {
495 printf("%3d", overlaps
[(i
* h
+ y
) * w
+ x
]);
501 printf("rectbyplace:\n");
504 for (y
= 0; y
< h
; y
++) {
505 for (x
= 0; x
< w
; x
++) {
506 printf("%3d", rectbyplace
[y
* w
+ x
]);
514 * Housekeeping. Look for rectangles whose number has only
515 * one candidate position left, and mark that square as
516 * known if it isn't already.
518 for (i
= 0; i
< nrects
; i
++) {
519 if (numbers
[i
].npoints
== 1) {
520 int x
= numbers
[i
].points
[0].x
;
521 int y
= numbers
[i
].points
[0].y
;
522 if (overlaps
[(i
* h
+ y
) * w
+ x
] >= -1) {
525 assert(overlaps
[(i
* h
+ y
) * w
+ x
] > 0);
526 #ifdef SOLVER_DIAGNOSTICS
527 printf("marking %d,%d as known for rect %d"
528 " (sole remaining number position)\n", x
, y
, i
);
531 for (j
= 0; j
< nrects
; j
++)
532 overlaps
[(j
* h
+ y
) * w
+ x
] = -1;
534 overlaps
[(i
* h
+ y
) * w
+ x
] = -2;
540 * Now look at the intersection of all possible placements
541 * for each rectangle, and mark all squares in that
542 * intersection as known for that rectangle if they aren't
545 for (i
= 0; i
< nrects
; i
++) {
546 int minx
, miny
, maxx
, maxy
, xx
, yy
, j
;
552 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
553 int x
= rectpositions
[i
].rects
[j
].x
;
554 int y
= rectpositions
[i
].rects
[j
].y
;
555 int w
= rectpositions
[i
].rects
[j
].w
;
556 int h
= rectpositions
[i
].rects
[j
].h
;
558 if (minx
< x
) minx
= x
;
559 if (miny
< y
) miny
= y
;
560 if (maxx
> x
+w
) maxx
= x
+w
;
561 if (maxy
> y
+h
) maxy
= y
+h
;
564 for (yy
= miny
; yy
< maxy
; yy
++)
565 for (xx
= minx
; xx
< maxx
; xx
++)
566 if (overlaps
[(i
* h
+ yy
) * w
+ xx
] >= -1) {
567 assert(overlaps
[(i
* h
+ yy
) * w
+ xx
] > 0);
568 #ifdef SOLVER_DIAGNOSTICS
569 printf("marking %d,%d as known for rect %d"
570 " (intersection of all placements)\n",
574 for (j
= 0; j
< nrects
; j
++)
575 overlaps
[(j
* h
+ yy
) * w
+ xx
] = -1;
577 overlaps
[(i
* h
+ yy
) * w
+ xx
] = -2;
582 * Rectangle-focused deduction. Look at each rectangle in
583 * turn and try to rule out some of its candidate
586 for (i
= 0; i
< nrects
; i
++) {
589 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
593 for (k
= 0; k
< nrects
; k
++)
596 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++) {
597 int y
= yy
+ rectpositions
[i
].rects
[j
].y
;
598 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++) {
599 int x
= xx
+ rectpositions
[i
].rects
[j
].x
;
601 if (overlaps
[(i
* h
+ y
) * w
+ x
] == -1) {
603 * This placement overlaps a square
604 * which is _known_ to be part of
605 * another rectangle. Therefore we must
608 #ifdef SOLVER_DIAGNOSTICS
609 printf("rect %d placement at %d,%d w=%d h=%d "
610 "contains %d,%d which is known-other\n", i
,
611 rectpositions
[i
].rects
[j
].x
,
612 rectpositions
[i
].rects
[j
].y
,
613 rectpositions
[i
].rects
[j
].w
,
614 rectpositions
[i
].rects
[j
].h
,
620 if (rectbyplace
[y
* w
+ x
] != -1) {
622 * This placement overlaps one of the
623 * candidate number placements for some
624 * rectangle. Count it.
626 workspace
[rectbyplace
[y
* w
+ x
]]++;
633 * If we haven't ruled this placement out
634 * already, see if it overlaps _all_ of the
635 * candidate number placements for any
636 * rectangle. If so, we can rule it out.
638 for (k
= 0; k
< nrects
; k
++)
639 if (k
!= i
&& workspace
[k
] == numbers
[k
].npoints
) {
640 #ifdef SOLVER_DIAGNOSTICS
641 printf("rect %d placement at %d,%d w=%d h=%d "
642 "contains all number points for rect %d\n",
644 rectpositions
[i
].rects
[j
].x
,
645 rectpositions
[i
].rects
[j
].y
,
646 rectpositions
[i
].rects
[j
].w
,
647 rectpositions
[i
].rects
[j
].h
,
655 * Failing that, see if it overlaps at least
656 * one of the candidate number placements for
657 * itself! (This might not be the case if one
658 * of those number placements has been removed
661 if (!del
&& workspace
[i
] == 0) {
662 #ifdef SOLVER_DIAGNOSTICS
663 printf("rect %d placement at %d,%d w=%d h=%d "
664 "contains none of its own number points\n",
666 rectpositions
[i
].rects
[j
].x
,
667 rectpositions
[i
].rects
[j
].y
,
668 rectpositions
[i
].rects
[j
].w
,
669 rectpositions
[i
].rects
[j
].h
);
676 remove_rect_placement(w
, h
, rectpositions
, overlaps
, i
, j
);
678 j
--; /* don't skip over next placement */
680 done_something
= TRUE
;
686 * Square-focused deduction. Look at each square not marked
687 * as known, and see if there are any which can only be
688 * part of a single rectangle.
692 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
693 /* Known squares are marked as <0 everywhere, so we only need
694 * to check the overlaps entry for rect 0. */
695 if (overlaps
[y
* w
+ x
] < 0)
696 continue; /* known already */
700 for (i
= 0; i
< nrects
; i
++)
701 if (overlaps
[(i
* h
+ y
) * w
+ x
] > 0)
708 * Now we can rule out all placements for
709 * rectangle `index' which _don't_ contain
712 #ifdef SOLVER_DIAGNOSTICS
713 printf("square %d,%d can only be in rectangle %d\n",
716 for (j
= 0; j
< rectpositions
[index
].n
; j
++) {
717 struct rect
*r
= &rectpositions
[index
].rects
[j
];
718 if (x
>= r
->x
&& x
< r
->x
+ r
->w
&&
719 y
>= r
->y
&& y
< r
->y
+ r
->h
)
720 continue; /* this one is OK */
721 remove_rect_placement(w
, h
, rectpositions
, overlaps
,
723 j
--; /* don't skip over next placement */
724 done_something
= TRUE
;
731 * If we've managed to deduce anything by normal means,
732 * loop round again and see if there's more to be done.
733 * Only if normal deduction has completely failed us should
734 * we now move on to narrowing down the possible number
741 * Now we have done everything we can with the current set
742 * of number placements. So we need to winnow the number
743 * placements so as to narrow down the possibilities. We do
744 * this by searching for a candidate placement (of _any_
745 * rectangle) which overlaps a candidate placement of the
746 * number for some other rectangle.
754 int nrpns
= 0, rpnsize
= 0;
757 for (i
= 0; i
< nrects
; i
++) {
758 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
761 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++) {
762 int y
= yy
+ rectpositions
[i
].rects
[j
].y
;
763 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++) {
764 int x
= xx
+ rectpositions
[i
].rects
[j
].x
;
766 if (rectbyplace
[y
* w
+ x
] >= 0 &&
767 rectbyplace
[y
* w
+ x
] != i
) {
769 * Add this to the list of
770 * winnowing possibilities.
772 if (nrpns
>= rpnsize
) {
773 rpnsize
= rpnsize
* 3 / 2 + 32;
774 rpns
= sresize(rpns
, rpnsize
, struct rpn
);
776 rpns
[nrpns
].rect
= i
;
777 rpns
[nrpns
].placement
= j
;
778 rpns
[nrpns
].number
= rectbyplace
[y
* w
+ x
];
787 #ifdef SOLVER_DIAGNOSTICS
788 printf("%d candidate rect placements we could eliminate\n", nrpns
);
792 * Now choose one of these unwanted rectangle
793 * placements, and eliminate it.
795 int index
= random_upto(rs
, nrpns
);
797 struct rpn rpn
= rpns
[index
];
804 r
= rectpositions
[i
].rects
[j
];
807 * We rule out placement j of rectangle i by means
808 * of removing all of rectangle k's candidate
809 * number placements which do _not_ overlap it.
810 * This will ensure that it is eliminated during
811 * the next pass of rectangle-focused deduction.
813 #ifdef SOLVER_DIAGNOSTICS
814 printf("ensuring number for rect %d is within"
815 " rect %d's placement at %d,%d w=%d h=%d\n",
816 k
, i
, r
.x
, r
.y
, r
.w
, r
.h
);
819 for (m
= 0; m
< numbers
[k
].npoints
; m
++) {
820 int x
= numbers
[k
].points
[m
].x
;
821 int y
= numbers
[k
].points
[m
].y
;
823 if (x
< r
.x
|| x
>= r
.x
+ r
.w
||
824 y
< r
.y
|| y
>= r
.y
+ r
.h
) {
825 #ifdef SOLVER_DIAGNOSTICS
826 printf("eliminating number for rect %d at %d,%d\n",
829 remove_number_placement(w
, h
, &numbers
[k
],
831 m
--; /* don't skip the next one */
832 done_something
= TRUE
;
838 if (!done_something
) {
839 #ifdef SOLVER_DIAGNOSTICS
840 printf("terminating deduction loop\n");
847 for (i
= 0; i
< nrects
; i
++) {
848 #ifdef SOLVER_DIAGNOSTICS
849 printf("rect %d has %d possible placements\n",
850 i
, rectpositions
[i
].n
);
852 assert(rectpositions
[i
].n
> 0);
853 if (rectpositions
[i
].n
> 1) {
857 * Place the rectangle in its only possible position.
860 struct rect
*r
= &rectpositions
[i
].rects
[0];
862 for (y
= 0; y
< r
->h
; y
++) {
864 vedge(result
, r
->x
, r
->y
+y
) = 1;
865 if (r
->x
+r
->w
< result
->w
)
866 vedge(result
, r
->x
+r
->w
, r
->y
+y
) = 1;
868 for (x
= 0; x
< r
->w
; x
++) {
870 hedge(result
, r
->x
+x
, r
->y
) = 1;
871 if (r
->y
+r
->h
< result
->h
)
872 hedge(result
, r
->x
+x
, r
->y
+r
->h
) = 1;
878 * Free up all allocated storage.
883 for (i
= 0; i
< nrects
; i
++)
884 sfree(rectpositions
[i
].rects
);
885 sfree(rectpositions
);
890 /* ----------------------------------------------------------------------
891 * Grid generation code.
894 static struct rectlist
*get_rectlist(game_params
*params
, int *grid
)
899 struct rect
*rects
= NULL
;
900 int nrects
= 0, rectsize
= 0;
903 * Maximum rectangle area is 1/6 of total grid size, unless
904 * this means we can't place any rectangles at all in which
905 * case we set it to 2 at minimum.
907 maxarea
= params
->w
* params
->h
/ 6;
911 for (rw
= 1; rw
<= params
->w
; rw
++)
912 for (rh
= 1; rh
<= params
->h
; rh
++) {
913 if (rw
* rh
> maxarea
)
917 for (x
= 0; x
<= params
->w
- rw
; x
++)
918 for (y
= 0; y
<= params
->h
- rh
; y
++) {
919 if (nrects
>= rectsize
) {
920 rectsize
= nrects
+ 256;
921 rects
= sresize(rects
, rectsize
, struct rect
);
926 rects
[nrects
].w
= rw
;
927 rects
[nrects
].h
= rh
;
933 struct rectlist
*ret
;
934 ret
= snew(struct rectlist
);
939 assert(rects
== NULL
); /* hence no need to free */
944 static void free_rectlist(struct rectlist
*list
)
950 static void place_rect(game_params
*params
, int *grid
, struct rect r
)
952 int idx
= INDEX(params
, r
.x
, r
.y
);
955 for (x
= r
.x
; x
< r
.x
+r
.w
; x
++)
956 for (y
= r
.y
; y
< r
.y
+r
.h
; y
++) {
957 index(params
, grid
, x
, y
) = idx
;
959 #ifdef GENERATION_DIAGNOSTICS
960 printf(" placing rectangle at (%d,%d) size %d x %d\n",
965 static struct rect
find_rect(game_params
*params
, int *grid
, int x
, int y
)
971 * Find the top left of the rectangle.
973 idx
= index(params
, grid
, x
, y
);
979 return r
; /* 1x1 singleton here */
986 * Find the width and height of the rectangle.
989 (x
+w
< params
->w
&& index(params
,grid
,x
+w
,y
)==idx
);
992 (y
+h
< params
->h
&& index(params
,grid
,x
,y
+h
)==idx
);
1003 #ifdef GENERATION_DIAGNOSTICS
1004 static void display_grid(game_params
*params
, int *grid
, int *numbers
, int all
)
1006 unsigned char *egrid
= snewn((params
->w
*2+3) * (params
->h
*2+3),
1009 int r
= (params
->w
*2+3);
1011 memset(egrid
, 0, (params
->w
*2+3) * (params
->h
*2+3));
1013 for (x
= 0; x
< params
->w
; x
++)
1014 for (y
= 0; y
< params
->h
; y
++) {
1015 int i
= index(params
, grid
, x
, y
);
1016 if (x
== 0 || index(params
, grid
, x
-1, y
) != i
)
1017 egrid
[(2*y
+2) * r
+ (2*x
+1)] = 1;
1018 if (x
== params
->w
-1 || index(params
, grid
, x
+1, y
) != i
)
1019 egrid
[(2*y
+2) * r
+ (2*x
+3)] = 1;
1020 if (y
== 0 || index(params
, grid
, x
, y
-1) != i
)
1021 egrid
[(2*y
+1) * r
+ (2*x
+2)] = 1;
1022 if (y
== params
->h
-1 || index(params
, grid
, x
, y
+1) != i
)
1023 egrid
[(2*y
+3) * r
+ (2*x
+2)] = 1;
1026 for (y
= 1; y
< 2*params
->h
+2; y
++) {
1027 for (x
= 1; x
< 2*params
->w
+2; x
++) {
1029 int k
= numbers ?
index(params
, numbers
, x
/2-1, y
/2-1) : 0;
1030 if (k
|| (all
&& numbers
)) printf("%2d", k
); else printf(" ");
1031 } else if (!((y
&x
)&1)) {
1032 int v
= egrid
[y
*r
+x
];
1033 if ((y
&1) && v
) v
= '-';
1034 if ((x
&1) && v
) v
= '|';
1037 if (!(x
&1)) putchar(v
);
1040 if (egrid
[y
*r
+(x
+1)]) d
|= 1;
1041 if (egrid
[(y
-1)*r
+x
]) d
|= 2;
1042 if (egrid
[y
*r
+(x
-1)]) d
|= 4;
1043 if (egrid
[(y
+1)*r
+x
]) d
|= 8;
1044 c
= " ??+?-++?+|+++++"[d
];
1046 if (!(x
&1)) putchar(c
);
1056 struct game_aux_info
{
1058 unsigned char *vedge
; /* (w+1) x h */
1059 unsigned char *hedge
; /* w x (h+1) */
1062 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1063 game_aux_info
**aux
, int interactive
)
1065 int *grid
, *numbers
= NULL
;
1066 struct rectlist
*list
;
1067 int x
, y
, y2
, y2last
, yx
, run
, i
;
1069 game_params params2real
, *params2
= ¶ms2real
;
1073 * Set up the smaller width and height which we will use to
1074 * generate the base grid.
1076 params2
->w
= params
->w
/ (1.0F
+ params
->expandfactor
);
1077 if (params2
->w
< 2 && params
->w
>= 2) params2
->w
= 2;
1078 params2
->h
= params
->h
/ (1.0F
+ params
->expandfactor
);
1079 if (params2
->h
< 2 && params
->h
>= 2) params2
->h
= 2;
1081 grid
= snewn(params2
->w
* params2
->h
, int);
1083 for (y
= 0; y
< params2
->h
; y
++)
1084 for (x
= 0; x
< params2
->w
; x
++) {
1085 index(params2
, grid
, x
, y
) = -1;
1088 list
= get_rectlist(params2
, grid
);
1089 assert(list
!= NULL
);
1092 * Place rectangles until we can't any more.
1094 while (list
->n
> 0) {
1099 * Pick a random rectangle.
1101 i
= random_upto(rs
, list
->n
);
1107 place_rect(params2
, grid
, r
);
1110 * Winnow the list by removing any rectangles which
1114 for (i
= 0; i
< list
->n
; i
++) {
1115 struct rect s
= list
->rects
[i
];
1116 if (s
.x
+s
.w
<= r
.x
|| r
.x
+r
.w
<= s
.x
||
1117 s
.y
+s
.h
<= r
.y
|| r
.y
+r
.h
<= s
.y
)
1118 list
->rects
[m
++] = s
;
1123 free_rectlist(list
);
1126 * Deal with singleton spaces remaining in the grid, one by
1129 * We do this by making a local change to the layout. There are
1130 * several possibilities:
1132 * +-----+-----+ Here, we can remove the singleton by
1133 * | | | extending the 1x2 rectangle below it
1134 * +--+--+-----+ into a 1x3.
1142 * +--+--+--+ Here, that trick doesn't work: there's no
1143 * | | | 1 x n rectangle with the singleton at one
1144 * | | | end. Instead, we extend a 1 x n rectangle
1145 * | | | _out_ from the singleton, shaving a layer
1146 * +--+--+ | off the end of another rectangle. So if we
1147 * | | | | extended up, we'd make our singleton part
1148 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
1149 * | | | used to be; or we could extend right into
1150 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
1152 * +-----+--+ Here, we can't even do _that_, since any
1153 * | | | direction we choose to extend the singleton
1154 * +--+--+ | will produce a new singleton as a result of
1155 * | | | | truncating one of the size-2 rectangles.
1156 * | +--+--+ Fortunately, this case can _only_ occur when
1157 * | | | a singleton is surrounded by four size-2s
1158 * +--+-----+ in this fashion; so instead we can simply
1159 * replace the whole section with a single 3x3.
1161 for (x
= 0; x
< params2
->w
; x
++) {
1162 for (y
= 0; y
< params2
->h
; y
++) {
1163 if (index(params2
, grid
, x
, y
) < 0) {
1166 #ifdef GENERATION_DIAGNOSTICS
1167 display_grid(params2
, grid
, NULL
, FALSE
);
1168 printf("singleton at %d,%d\n", x
, y
);
1172 * Check in which directions we can feasibly extend
1173 * the singleton. We can extend in a particular
1174 * direction iff either:
1176 * - the rectangle on that side of the singleton
1177 * is not 2x1, and we are at one end of the edge
1178 * of it we are touching
1180 * - it is 2x1 but we are on its short side.
1182 * FIXME: we could plausibly choose between these
1183 * based on the sizes of the rectangles they would
1187 if (x
< params2
->w
-1) {
1188 struct rect r
= find_rect(params2
, grid
, x
+1, y
);
1189 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
1190 dirs
[ndirs
++] = 1; /* right */
1193 struct rect r
= find_rect(params2
, grid
, x
, y
-1);
1194 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
1195 dirs
[ndirs
++] = 2; /* up */
1198 struct rect r
= find_rect(params2
, grid
, x
-1, y
);
1199 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
1200 dirs
[ndirs
++] = 4; /* left */
1202 if (y
< params2
->h
-1) {
1203 struct rect r
= find_rect(params2
, grid
, x
, y
+1);
1204 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
1205 dirs
[ndirs
++] = 8; /* down */
1212 which
= random_upto(rs
, ndirs
);
1217 assert(x
< params2
->w
+1);
1218 #ifdef GENERATION_DIAGNOSTICS
1219 printf("extending right\n");
1221 r1
= find_rect(params2
, grid
, x
+1, y
);
1232 #ifdef GENERATION_DIAGNOSTICS
1233 printf("extending up\n");
1235 r1
= find_rect(params2
, grid
, x
, y
-1);
1246 #ifdef GENERATION_DIAGNOSTICS
1247 printf("extending left\n");
1249 r1
= find_rect(params2
, grid
, x
-1, y
);
1259 assert(y
< params2
->h
+1);
1260 #ifdef GENERATION_DIAGNOSTICS
1261 printf("extending down\n");
1263 r1
= find_rect(params2
, grid
, x
, y
+1);
1273 if (r1
.h
> 0 && r1
.w
> 0)
1274 place_rect(params2
, grid
, r1
);
1275 place_rect(params2
, grid
, r2
);
1279 * Sanity-check that there really is a 3x3
1280 * rectangle surrounding this singleton and it
1281 * contains absolutely everything we could
1286 assert(x
> 0 && x
< params2
->w
-1);
1287 assert(y
> 0 && y
< params2
->h
-1);
1289 for (xx
= x
-1; xx
<= x
+1; xx
++)
1290 for (yy
= y
-1; yy
<= y
+1; yy
++) {
1291 struct rect r
= find_rect(params2
,grid
,xx
,yy
);
1294 assert(r
.x
+r
.w
-1 <= x
+1);
1295 assert(r
.y
+r
.h
-1 <= y
+1);
1300 #ifdef GENERATION_DIAGNOSTICS
1301 printf("need the 3x3 trick\n");
1305 * FIXME: If the maximum rectangle area for
1306 * this grid is less than 9, we ought to
1307 * subdivide the 3x3 in some fashion. There are
1308 * five other possibilities:
1311 * - a 4, a 3 and a 2
1313 * - a 3 and three 2s (two different arrangements).
1321 place_rect(params2
, grid
, r
);
1329 * We have now constructed a grid of the size specified in
1330 * params2. Now we extend it into a grid of the size specified
1331 * in params. We do this in two passes: we extend it vertically
1332 * until it's the right height, then we transpose it, then
1333 * extend it vertically again (getting it effectively the right
1334 * width), then finally transpose again.
1336 for (i
= 0; i
< 2; i
++) {
1337 int *grid2
, *expand
, *where
;
1338 game_params params3real
, *params3
= ¶ms3real
;
1340 #ifdef GENERATION_DIAGNOSTICS
1341 printf("before expansion:\n");
1342 display_grid(params2
, grid
, NULL
, TRUE
);
1346 * Set up the new grid.
1348 grid2
= snewn(params2
->w
* params
->h
, int);
1349 expand
= snewn(params2
->h
-1, int);
1350 where
= snewn(params2
->w
, int);
1351 params3
->w
= params2
->w
;
1352 params3
->h
= params
->h
;
1355 * Decide which horizontal edges are going to get expanded,
1358 for (y
= 0; y
< params2
->h
-1; y
++)
1360 for (y
= params2
->h
; y
< params
->h
; y
++) {
1361 x
= random_upto(rs
, params2
->h
-1);
1365 #ifdef GENERATION_DIAGNOSTICS
1366 printf("expand[] = {");
1367 for (y
= 0; y
< params2
->h
-1; y
++)
1368 printf(" %d", expand
[y
]);
1373 * Perform the expansion. The way this works is that we
1376 * - copy a row from grid into grid2
1378 * - invent some number of additional rows in grid2 where
1379 * there was previously only a horizontal line between
1380 * rows in grid, and make random decisions about where
1381 * among these to place each rectangle edge that ran
1384 for (y
= y2
= y2last
= 0; y
< params2
->h
; y
++) {
1386 * Copy a single line from row y of grid into row y2 of
1389 for (x
= 0; x
< params2
->w
; x
++) {
1390 int val
= index(params2
, grid
, x
, y
);
1391 if (val
/ params2
->w
== y
&& /* rect starts on this line */
1392 (y2
== 0 || /* we're at the very top, or... */
1393 index(params3
, grid2
, x
, y2
-1) / params3
->w
< y2last
1394 /* this rect isn't already started */))
1395 index(params3
, grid2
, x
, y2
) =
1396 INDEX(params3
, val
% params2
->w
, y2
);
1398 index(params3
, grid2
, x
, y2
) =
1399 index(params3
, grid2
, x
, y2
-1);
1403 * If that was the last line, terminate the loop early.
1405 if (++y2
== params3
->h
)
1411 * Invent some number of additional lines. First walk
1412 * along this line working out where to put all the
1413 * edges that coincide with it.
1416 for (x
= 0; x
< params2
->w
; x
++) {
1417 if (index(params2
, grid
, x
, y
) !=
1418 index(params2
, grid
, x
, y
+1)) {
1420 * This is a horizontal edge, so it needs
1424 (index(params2
, grid
, x
-1, y
) !=
1425 index(params2
, grid
, x
, y
) &&
1426 index(params2
, grid
, x
-1, y
+1) !=
1427 index(params2
, grid
, x
, y
+1))) {
1429 * Here we have the chance to make a new
1432 yx
= random_upto(rs
, expand
[y
]+1);
1435 * Here we just reuse the previous value of
1444 for (yx
= 0; yx
< expand
[y
]; yx
++) {
1446 * Invent a single row. For each square in the row,
1447 * we copy the grid entry from the square above it,
1448 * unless we're starting the new rectangle here.
1450 for (x
= 0; x
< params2
->w
; x
++) {
1451 if (yx
== where
[x
]) {
1452 int val
= index(params2
, grid
, x
, y
+1);
1454 val
= INDEX(params3
, val
, y2
);
1455 index(params3
, grid2
, x
, y2
) = val
;
1457 index(params3
, grid2
, x
, y2
) =
1458 index(params3
, grid2
, x
, y2
-1);
1468 #ifdef GENERATION_DIAGNOSTICS
1469 printf("after expansion:\n");
1470 display_grid(params3
, grid2
, NULL
, TRUE
);
1475 params2
->w
= params3
->h
;
1476 params2
->h
= params3
->w
;
1478 grid
= snewn(params2
->w
* params2
->h
, int);
1479 for (x
= 0; x
< params2
->w
; x
++)
1480 for (y
= 0; y
< params2
->h
; y
++) {
1481 int idx1
= INDEX(params2
, x
, y
);
1482 int idx2
= INDEX(params3
, y
, x
);
1486 tmp
= (tmp
% params3
->w
) * params2
->w
+ (tmp
/ params3
->w
);
1495 params
->w
= params
->h
;
1499 #ifdef GENERATION_DIAGNOSTICS
1500 printf("after transposition:\n");
1501 display_grid(params2
, grid
, NULL
, TRUE
);
1506 * Run the solver to narrow down the possible number
1510 struct numberdata
*nd
;
1511 int nnumbers
, i
, ret
;
1513 /* Count the rectangles. */
1515 for (y
= 0; y
< params
->h
; y
++) {
1516 for (x
= 0; x
< params
->w
; x
++) {
1517 int idx
= INDEX(params
, x
, y
);
1518 if (index(params
, grid
, x
, y
) == idx
)
1523 nd
= snewn(nnumbers
, struct numberdata
);
1525 /* Now set up each number's candidate position list. */
1527 for (y
= 0; y
< params
->h
; y
++) {
1528 for (x
= 0; x
< params
->w
; x
++) {
1529 int idx
= INDEX(params
, x
, y
);
1530 if (index(params
, grid
, x
, y
) == idx
) {
1531 struct rect r
= find_rect(params
, grid
, x
, y
);
1534 nd
[i
].area
= r
.w
* r
.h
;
1535 nd
[i
].npoints
= nd
[i
].area
;
1536 nd
[i
].points
= snewn(nd
[i
].npoints
, struct point
);
1538 for (j
= 0; j
< r
.h
; j
++)
1539 for (k
= 0; k
< r
.w
; k
++) {
1540 nd
[i
].points
[m
].x
= k
+ r
.x
;
1541 nd
[i
].points
[m
].y
= j
+ r
.y
;
1544 assert(m
== nd
[i
].npoints
);
1552 ret
= rect_solver(params
->w
, params
->h
, nnumbers
, nd
,
1555 ret
= TRUE
; /* allow any number placement at all */
1559 * Now place the numbers according to the solver's
1562 numbers
= snewn(params
->w
* params
->h
, int);
1564 for (y
= 0; y
< params
->h
; y
++)
1565 for (x
= 0; x
< params
->w
; x
++) {
1566 index(params
, numbers
, x
, y
) = 0;
1569 for (i
= 0; i
< nnumbers
; i
++) {
1570 int idx
= random_upto(rs
, nd
[i
].npoints
);
1571 int x
= nd
[i
].points
[idx
].x
;
1572 int y
= nd
[i
].points
[idx
].y
;
1573 index(params
,numbers
,x
,y
) = nd
[i
].area
;
1580 for (i
= 0; i
< nnumbers
; i
++)
1581 sfree(nd
[i
].points
);
1585 * If we've succeeded, then terminate the loop.
1592 * Give up and go round again.
1598 * Store the rectangle data in the game_aux_info.
1601 game_aux_info
*ai
= snew(game_aux_info
);
1605 ai
->vedge
= snewn(ai
->w
* ai
->h
, unsigned char);
1606 ai
->hedge
= snewn(ai
->w
* ai
->h
, unsigned char);
1608 for (y
= 0; y
< params
->h
; y
++)
1609 for (x
= 1; x
< params
->w
; x
++) {
1611 index(params
, grid
, x
, y
) != index(params
, grid
, x
-1, y
);
1613 for (y
= 1; y
< params
->h
; y
++)
1614 for (x
= 0; x
< params
->w
; x
++) {
1616 index(params
, grid
, x
, y
) != index(params
, grid
, x
, y
-1);
1622 #ifdef GENERATION_DIAGNOSTICS
1623 display_grid(params
, grid
, numbers
, FALSE
);
1626 desc
= snewn(11 * params
->w
* params
->h
, char);
1629 for (i
= 0; i
<= params
->w
* params
->h
; i
++) {
1630 int n
= (i
< params
->w
* params
->h ? numbers
[i
] : -1);
1637 int c
= 'a' - 1 + run
;
1641 run
-= c
- ('a' - 1);
1645 * If there's a number in the very top left or
1646 * bottom right, there's no point putting an
1647 * unnecessary _ before or after it.
1649 if (p
> desc
&& n
> 0)
1653 p
+= sprintf(p
, "%d", n
);
1665 static void game_free_aux_info(game_aux_info
*ai
)
1672 static char *validate_desc(game_params
*params
, char *desc
)
1674 int area
= params
->w
* params
->h
;
1679 if (n
>= 'a' && n
<= 'z') {
1680 squares
+= n
- 'a' + 1;
1681 } else if (n
== '_') {
1683 } else if (n
> '0' && n
<= '9') {
1685 while (*desc
>= '0' && *desc
<= '9')
1688 return "Invalid character in game description";
1692 return "Not enough data to fill grid";
1695 return "Too much data to fit in grid";
1700 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
1702 game_state
*state
= snew(game_state
);
1705 state
->w
= params
->w
;
1706 state
->h
= params
->h
;
1708 area
= state
->w
* state
->h
;
1710 state
->grid
= snewn(area
, int);
1711 state
->vedge
= snewn(area
, unsigned char);
1712 state
->hedge
= snewn(area
, unsigned char);
1713 state
->completed
= state
->cheated
= FALSE
;
1718 if (n
>= 'a' && n
<= 'z') {
1719 int run
= n
- 'a' + 1;
1720 assert(i
+ run
<= area
);
1722 state
->grid
[i
++] = 0;
1723 } else if (n
== '_') {
1725 } else if (n
> '0' && n
<= '9') {
1727 state
->grid
[i
++] = atoi(desc
-1);
1728 while (*desc
>= '0' && *desc
<= '9')
1731 assert(!"We can't get here");
1736 for (y
= 0; y
< state
->h
; y
++)
1737 for (x
= 0; x
< state
->w
; x
++)
1738 vedge(state
,x
,y
) = hedge(state
,x
,y
) = 0;
1743 static game_state
*dup_game(game_state
*state
)
1745 game_state
*ret
= snew(game_state
);
1750 ret
->vedge
= snewn(state
->w
* state
->h
, unsigned char);
1751 ret
->hedge
= snewn(state
->w
* state
->h
, unsigned char);
1752 ret
->grid
= snewn(state
->w
* state
->h
, int);
1754 ret
->completed
= state
->completed
;
1755 ret
->cheated
= state
->cheated
;
1757 memcpy(ret
->grid
, state
->grid
, state
->w
* state
->h
* sizeof(int));
1758 memcpy(ret
->vedge
, state
->vedge
, state
->w
*state
->h
*sizeof(unsigned char));
1759 memcpy(ret
->hedge
, state
->hedge
, state
->w
*state
->h
*sizeof(unsigned char));
1764 static void free_game(game_state
*state
)
1767 sfree(state
->vedge
);
1768 sfree(state
->hedge
);
1772 static game_state
*solve_game(game_state
*state
, game_aux_info
*ai
,
1779 struct numberdata
*nd
;
1782 * Attempt the in-built solver.
1785 /* Set up each number's (very short) candidate position list. */
1786 for (i
= n
= 0; i
< state
->h
* state
->w
; i
++)
1790 nd
= snewn(n
, struct numberdata
);
1792 for (i
= j
= 0; i
< state
->h
* state
->w
; i
++)
1793 if (state
->grid
[i
]) {
1794 nd
[j
].area
= state
->grid
[i
];
1796 nd
[j
].points
= snewn(1, struct point
);
1797 nd
[j
].points
[0].x
= i
% state
->w
;
1798 nd
[j
].points
[0].y
= i
/ state
->w
;
1804 ret
= dup_game(state
);
1805 ret
->cheated
= TRUE
;
1807 rect_solver(state
->w
, state
->h
, n
, nd
, ret
, NULL
);
1812 for (i
= 0; i
< n
; i
++)
1813 sfree(nd
[i
].points
);
1819 assert(state
->w
== ai
->w
);
1820 assert(state
->h
== ai
->h
);
1822 ret
= dup_game(state
);
1823 memcpy(ret
->vedge
, ai
->vedge
, ai
->w
* ai
->h
* sizeof(unsigned char));
1824 memcpy(ret
->hedge
, ai
->hedge
, ai
->w
* ai
->h
* sizeof(unsigned char));
1825 ret
->cheated
= TRUE
;
1830 static char *game_text_format(game_state
*state
)
1832 char *ret
, *p
, buf
[80];
1833 int i
, x
, y
, col
, maxlen
;
1836 * First determine the number of spaces required to display a
1837 * number. We'll use at least two, because one looks a bit
1841 for (i
= 0; i
< state
->w
* state
->h
; i
++) {
1842 x
= sprintf(buf
, "%d", state
->grid
[i
]);
1843 if (col
< x
) col
= x
;
1847 * Now we know the exact total size of the grid we're going to
1848 * produce: it's got 2*h+1 rows, each containing w lots of col,
1849 * w+1 boundary characters and a trailing newline.
1851 maxlen
= (2*state
->h
+1) * (state
->w
* (col
+1) + 2);
1853 ret
= snewn(maxlen
+1, char);
1856 for (y
= 0; y
<= 2*state
->h
; y
++) {
1857 for (x
= 0; x
<= 2*state
->w
; x
++) {
1862 int v
= grid(state
, x
/2, y
/2);
1864 sprintf(buf
, "%*d", col
, v
);
1866 sprintf(buf
, "%*s", col
, "");
1867 memcpy(p
, buf
, col
);
1871 * Display a horizontal edge or nothing.
1873 int h
= (y
==0 || y
==2*state
->h ?
1 :
1874 HRANGE(state
, x
/2, y
/2) && hedge(state
, x
/2, y
/2));
1880 for (i
= 0; i
< col
; i
++)
1884 * Display a vertical edge or nothing.
1886 int v
= (x
==0 || x
==2*state
->w ?
1 :
1887 VRANGE(state
, x
/2, y
/2) && vedge(state
, x
/2, y
/2));
1894 * Display a corner, or a vertical edge, or a
1895 * horizontal edge, or nothing.
1897 int hl
= (y
==0 || y
==2*state
->h ?
1 :
1898 HRANGE(state
, (x
-1)/2, y
/2) && hedge(state
, (x
-1)/2, y
/2));
1899 int hr
= (y
==0 || y
==2*state
->h ?
1 :
1900 HRANGE(state
, (x
+1)/2, y
/2) && hedge(state
, (x
+1)/2, y
/2));
1901 int vu
= (x
==0 || x
==2*state
->w ?
1 :
1902 VRANGE(state
, x
/2, (y
-1)/2) && vedge(state
, x
/2, (y
-1)/2));
1903 int vd
= (x
==0 || x
==2*state
->w ?
1 :
1904 VRANGE(state
, x
/2, (y
+1)/2) && vedge(state
, x
/2, (y
+1)/2));
1905 if (!hl
&& !hr
&& !vu
&& !vd
)
1907 else if (hl
&& hr
&& !vu
&& !vd
)
1909 else if (!hl
&& !hr
&& vu
&& vd
)
1918 assert(p
- ret
== maxlen
);
1923 static unsigned char *get_correct(game_state
*state
)
1928 ret
= snewn(state
->w
* state
->h
, unsigned char);
1929 memset(ret
, 0xFF, state
->w
* state
->h
);
1931 for (x
= 0; x
< state
->w
; x
++)
1932 for (y
= 0; y
< state
->h
; y
++)
1933 if (index(state
,ret
,x
,y
) == 0xFF) {
1936 int num
, area
, valid
;
1939 * Find a rectangle starting at this point.
1942 while (x
+rw
< state
->w
&& !vedge(state
,x
+rw
,y
))
1945 while (y
+rh
< state
->h
&& !hedge(state
,x
,y
+rh
))
1949 * We know what the dimensions of the rectangle
1950 * should be if it's there at all. Find out if we
1951 * really have a valid rectangle.
1954 /* Check the horizontal edges. */
1955 for (xx
= x
; xx
< x
+rw
; xx
++) {
1956 for (yy
= y
; yy
<= y
+rh
; yy
++) {
1957 int e
= !HRANGE(state
,xx
,yy
) || hedge(state
,xx
,yy
);
1958 int ec
= (yy
== y
|| yy
== y
+rh
);
1963 /* Check the vertical edges. */
1964 for (yy
= y
; yy
< y
+rh
; yy
++) {
1965 for (xx
= x
; xx
<= x
+rw
; xx
++) {
1966 int e
= !VRANGE(state
,xx
,yy
) || vedge(state
,xx
,yy
);
1967 int ec
= (xx
== x
|| xx
== x
+rw
);
1974 * If this is not a valid rectangle with no other
1975 * edges inside it, we just mark this square as not
1976 * complete and proceed to the next square.
1979 index(state
, ret
, x
, y
) = 0;
1984 * We have a rectangle. Now see what its area is,
1985 * and how many numbers are in it.
1989 for (xx
= x
; xx
< x
+rw
; xx
++) {
1990 for (yy
= y
; yy
< y
+rh
; yy
++) {
1992 if (grid(state
,xx
,yy
)) {
1994 valid
= FALSE
; /* two numbers */
1995 num
= grid(state
,xx
,yy
);
2003 * Now fill in the whole rectangle based on the
2006 for (xx
= x
; xx
< x
+rw
; xx
++) {
2007 for (yy
= y
; yy
< y
+rh
; yy
++) {
2008 index(state
, ret
, xx
, yy
) = valid
;
2018 * These coordinates are 2 times the obvious grid coordinates.
2019 * Hence, the top left of the grid is (0,0), the grid point to
2020 * the right of that is (2,0), the one _below that_ is (2,2)
2021 * and so on. This is so that we can specify a drag start point
2022 * on an edge (one odd coordinate) or in the middle of a square
2023 * (two odd coordinates) rather than always at a corner.
2025 * -1,-1 means no drag is in progress.
2032 * This flag is set as soon as a dragging action moves the
2033 * mouse pointer away from its starting point, so that even if
2034 * the pointer _returns_ to its starting point the action is
2035 * treated as a small drag rather than a click.
2039 * These are the co-ordinates of the top-left and bottom-right squares
2040 * in the drag box, respectively, or -1 otherwise.
2048 static game_ui
*new_ui(game_state
*state
)
2050 game_ui
*ui
= snew(game_ui
);
2051 ui
->drag_start_x
= -1;
2052 ui
->drag_start_y
= -1;
2053 ui
->drag_end_x
= -1;
2054 ui
->drag_end_y
= -1;
2055 ui
->dragged
= FALSE
;
2063 static void free_ui(game_ui
*ui
)
2068 static void coord_round(float x
, float y
, int *xr
, int *yr
)
2070 float xs
, ys
, xv
, yv
, dx
, dy
, dist
;
2073 * Find the nearest square-centre.
2075 xs
= (float)floor(x
) + 0.5F
;
2076 ys
= (float)floor(y
) + 0.5F
;
2079 * And find the nearest grid vertex.
2081 xv
= (float)floor(x
+ 0.5F
);
2082 yv
= (float)floor(y
+ 0.5F
);
2085 * We allocate clicks in parts of the grid square to either
2086 * corners, edges or square centres, as follows:
2102 * In other words: we measure the square distance (i.e.
2103 * max(dx,dy)) from the click to the nearest corner, and if
2104 * it's within CORNER_TOLERANCE then we return a corner click.
2105 * We measure the square distance from the click to the nearest
2106 * centre, and if that's within CENTRE_TOLERANCE we return a
2107 * centre click. Failing that, we find which of the two edge
2108 * centres is nearer to the click and return that edge.
2112 * Check for corner click.
2114 dx
= (float)fabs(x
- xv
);
2115 dy
= (float)fabs(y
- yv
);
2116 dist
= (dx
> dy ? dx
: dy
);
2117 if (dist
< CORNER_TOLERANCE
) {
2122 * Check for centre click.
2124 dx
= (float)fabs(x
- xs
);
2125 dy
= (float)fabs(y
- ys
);
2126 dist
= (dx
> dy ? dx
: dy
);
2127 if (dist
< CENTRE_TOLERANCE
) {
2128 *xr
= 1 + 2 * (int)xs
;
2129 *yr
= 1 + 2 * (int)ys
;
2132 * Failing both of those, see which edge we're closer to.
2133 * Conveniently, this is simply done by testing the relative
2134 * magnitude of dx and dy (which are currently distances from
2135 * the square centre).
2138 /* Vertical edge: x-coord of corner,
2139 * y-coord of square centre. */
2141 *yr
= 1 + 2 * (int)ys
;
2143 /* Horizontal edge: x-coord of square centre,
2144 * y-coord of corner. */
2145 *xr
= 1 + 2 * (int)xs
;
2152 static void ui_draw_rect(game_state
*state
, game_ui
*ui
,
2153 unsigned char *hedge
, unsigned char *vedge
, int c
)
2162 * Draw horizontal edges of rectangles.
2164 for (x
= x1
; x
< x2
; x
++)
2165 for (y
= y1
; y
<= y2
; y
++)
2166 if (HRANGE(state
,x
,y
)) {
2167 int val
= index(state
,hedge
,x
,y
);
2168 if (y
== y1
|| y
== y2
)
2172 index(state
,hedge
,x
,y
) = val
;
2176 * Draw vertical edges of rectangles.
2178 for (y
= y1
; y
< y2
; y
++)
2179 for (x
= x1
; x
<= x2
; x
++)
2180 if (VRANGE(state
,x
,y
)) {
2181 int val
= index(state
,vedge
,x
,y
);
2182 if (x
== x1
|| x
== x2
)
2186 index(state
,vedge
,x
,y
) = val
;
2190 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
2191 game_state
*newstate
)
2195 struct game_drawstate
{
2198 unsigned long *visible
;
2201 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
2202 int x
, int y
, int button
) {
2204 int startdrag
= FALSE
, enddrag
= FALSE
, active
= FALSE
;
2207 button
&= ~MOD_MASK
;
2209 if (button
== LEFT_BUTTON
) {
2211 } else if (button
== LEFT_RELEASE
) {
2213 } else if (button
!= LEFT_DRAG
) {
2217 coord_round(FROMCOORD((float)x
), FROMCOORD((float)y
), &xc
, &yc
);
2220 ui
->drag_start_x
= xc
;
2221 ui
->drag_start_y
= yc
;
2222 ui
->drag_end_x
= xc
;
2223 ui
->drag_end_y
= yc
;
2224 ui
->dragged
= FALSE
;
2228 if (xc
!= ui
->drag_end_x
|| yc
!= ui
->drag_end_y
) {
2231 ui
->drag_end_x
= xc
;
2232 ui
->drag_end_y
= yc
;
2236 ui
->x1
= ui
->drag_start_x
;
2237 ui
->x2
= ui
->drag_end_x
;
2238 if (ui
->x2
< ui
->x1
) { t
= ui
->x1
; ui
->x1
= ui
->x2
; ui
->x2
= t
; }
2240 ui
->y1
= ui
->drag_start_y
;
2241 ui
->y2
= ui
->drag_end_y
;
2242 if (ui
->y2
< ui
->y1
) { t
= ui
->y1
; ui
->y1
= ui
->y2
; ui
->y2
= t
; }
2244 ui
->x1
= ui
->x1
/ 2; /* rounds down */
2245 ui
->x2
= (ui
->x2
+1) / 2; /* rounds up */
2246 ui
->y1
= ui
->y1
/ 2; /* rounds down */
2247 ui
->y2
= (ui
->y2
+1) / 2; /* rounds up */
2254 if (xc
>= 0 && xc
<= 2*from
->w
&&
2255 yc
>= 0 && yc
<= 2*from
->h
) {
2256 ret
= dup_game(from
);
2259 ui_draw_rect(ret
, ui
, ret
->hedge
, ret
->vedge
, 1);
2261 if ((xc
& 1) && !(yc
& 1) && HRANGE(from
,xc
/2,yc
/2)) {
2262 hedge(ret
,xc
/2,yc
/2) = !hedge(ret
,xc
/2,yc
/2);
2264 if ((yc
& 1) && !(xc
& 1) && VRANGE(from
,xc
/2,yc
/2)) {
2265 vedge(ret
,xc
/2,yc
/2) = !vedge(ret
,xc
/2,yc
/2);
2269 if (!memcmp(ret
->hedge
, from
->hedge
, from
->w
*from
->h
) &&
2270 !memcmp(ret
->vedge
, from
->vedge
, from
->w
*from
->h
)) {
2276 * We've made a real change to the grid. Check to see
2277 * if the game has been completed.
2279 if (ret
&& !ret
->completed
) {
2281 unsigned char *correct
= get_correct(ret
);
2284 for (x
= 0; x
< ret
->w
; x
++)
2285 for (y
= 0; y
< ret
->h
; y
++)
2286 if (!index(ret
, correct
, x
, y
))
2292 ret
->completed
= TRUE
;
2296 ui
->drag_start_x
= -1;
2297 ui
->drag_start_y
= -1;
2298 ui
->drag_end_x
= -1;
2299 ui
->drag_end_y
= -1;
2304 ui
->dragged
= FALSE
;
2309 return ret
; /* a move has been made */
2311 return from
; /* UI activity has occurred */
2316 /* ----------------------------------------------------------------------
2320 #define CORRECT (1L<<16)
2322 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
2323 #define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
2325 static void game_size(game_params
*params
, game_drawstate
*ds
,
2326 int *x
, int *y
, int expand
)
2330 * Each window dimension equals the tile size times 1.5 more
2331 * than the grid dimension (the border is 3/4 the width of the
2334 * We must cast to unsigned before multiplying by two, because
2335 * *x might be INT_MAX.
2337 tsx
= 2 * (unsigned)*x
/ (2 * params
->w
+ 3);
2338 tsy
= 2 * (unsigned)*y
/ (2 * params
->h
+ 3);
2343 ds
->tilesize
= min(ts
, PREFERRED_TILE_SIZE
);
2345 *x
= params
->w
* TILE_SIZE
+ 2*BORDER
+ 1;
2346 *y
= params
->h
* TILE_SIZE
+ 2*BORDER
+ 1;
2349 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
2351 float *ret
= snewn(3 * NCOLOURS
, float);
2353 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2355 ret
[COL_GRID
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
2356 ret
[COL_GRID
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
2357 ret
[COL_GRID
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
2359 ret
[COL_DRAG
* 3 + 0] = 1.0F
;
2360 ret
[COL_DRAG
* 3 + 1] = 0.0F
;
2361 ret
[COL_DRAG
* 3 + 2] = 0.0F
;
2363 ret
[COL_CORRECT
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
2364 ret
[COL_CORRECT
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
2365 ret
[COL_CORRECT
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
2367 ret
[COL_LINE
* 3 + 0] = 0.0F
;
2368 ret
[COL_LINE
* 3 + 1] = 0.0F
;
2369 ret
[COL_LINE
* 3 + 2] = 0.0F
;
2371 ret
[COL_TEXT
* 3 + 0] = 0.0F
;
2372 ret
[COL_TEXT
* 3 + 1] = 0.0F
;
2373 ret
[COL_TEXT
* 3 + 2] = 0.0F
;
2375 *ncolours
= NCOLOURS
;
2379 static game_drawstate
*game_new_drawstate(game_state
*state
)
2381 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2384 ds
->started
= FALSE
;
2387 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned long);
2388 ds
->tilesize
= 0; /* not decided yet */
2389 for (i
= 0; i
< ds
->w
* ds
->h
; i
++)
2390 ds
->visible
[i
] = 0xFFFF;
2395 static void game_free_drawstate(game_drawstate
*ds
)
2401 static void draw_tile(frontend
*fe
, game_drawstate
*ds
, game_state
*state
,
2402 int x
, int y
, unsigned char *hedge
, unsigned char *vedge
,
2403 unsigned char *corners
, int correct
)
2405 int cx
= COORD(x
), cy
= COORD(y
);
2408 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1, COL_GRID
);
2409 draw_rect(fe
, cx
+1, cy
+1, TILE_SIZE
-1, TILE_SIZE
-1,
2410 correct ? COL_CORRECT
: COL_BACKGROUND
);
2412 if (grid(state
,x
,y
)) {
2413 sprintf(str
, "%d", grid(state
,x
,y
));
2414 draw_text(fe
, cx
+TILE_SIZE
/2, cy
+TILE_SIZE
/2, FONT_VARIABLE
,
2415 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
, COL_TEXT
, str
);
2421 if (!HRANGE(state
,x
,y
) || index(state
,hedge
,x
,y
))
2422 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, 2,
2423 HRANGE(state
,x
,y
) ?
COLOUR(index(state
,hedge
,x
,y
)) :
2425 if (!HRANGE(state
,x
,y
+1) || index(state
,hedge
,x
,y
+1))
2426 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, TILE_SIZE
+1, 2,
2427 HRANGE(state
,x
,y
+1) ?
COLOUR(index(state
,hedge
,x
,y
+1)) :
2429 if (!VRANGE(state
,x
,y
) || index(state
,vedge
,x
,y
))
2430 draw_rect(fe
, cx
, cy
, 2, TILE_SIZE
+1,
2431 VRANGE(state
,x
,y
) ?
COLOUR(index(state
,vedge
,x
,y
)) :
2433 if (!VRANGE(state
,x
+1,y
) || index(state
,vedge
,x
+1,y
))
2434 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, TILE_SIZE
+1,
2435 VRANGE(state
,x
+1,y
) ?
COLOUR(index(state
,vedge
,x
+1,y
)) :
2441 if (index(state
,corners
,x
,y
))
2442 draw_rect(fe
, cx
, cy
, 2, 2,
2443 COLOUR(index(state
,corners
,x
,y
)));
2444 if (x
+1 < state
->w
&& index(state
,corners
,x
+1,y
))
2445 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, 2,
2446 COLOUR(index(state
,corners
,x
+1,y
)));
2447 if (y
+1 < state
->h
&& index(state
,corners
,x
,y
+1))
2448 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, 2, 2,
2449 COLOUR(index(state
,corners
,x
,y
+1)));
2450 if (x
+1 < state
->w
&& y
+1 < state
->h
&& index(state
,corners
,x
+1,y
+1))
2451 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
+TILE_SIZE
-1, 2, 2,
2452 COLOUR(index(state
,corners
,x
+1,y
+1)));
2454 draw_update(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1);
2457 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
2458 game_state
*state
, int dir
, game_ui
*ui
,
2459 float animtime
, float flashtime
)
2462 unsigned char *correct
;
2463 unsigned char *hedge
, *vedge
, *corners
;
2465 correct
= get_correct(state
);
2468 hedge
= snewn(state
->w
*state
->h
, unsigned char);
2469 vedge
= snewn(state
->w
*state
->h
, unsigned char);
2470 memcpy(hedge
, state
->hedge
, state
->w
*state
->h
);
2471 memcpy(vedge
, state
->vedge
, state
->w
*state
->h
);
2472 ui_draw_rect(state
, ui
, hedge
, vedge
, 2);
2474 hedge
= state
->hedge
;
2475 vedge
= state
->vedge
;
2478 corners
= snewn(state
->w
* state
->h
, unsigned char);
2479 memset(corners
, 0, state
->w
* state
->h
);
2480 for (x
= 0; x
< state
->w
; x
++)
2481 for (y
= 0; y
< state
->h
; y
++) {
2483 int e
= index(state
, vedge
, x
, y
);
2484 if (index(state
,corners
,x
,y
) < e
)
2485 index(state
,corners
,x
,y
) = e
;
2486 if (y
+1 < state
->h
&&
2487 index(state
,corners
,x
,y
+1) < e
)
2488 index(state
,corners
,x
,y
+1) = e
;
2491 int e
= index(state
, hedge
, x
, y
);
2492 if (index(state
,corners
,x
,y
) < e
)
2493 index(state
,corners
,x
,y
) = e
;
2494 if (x
+1 < state
->w
&&
2495 index(state
,corners
,x
+1,y
) < e
)
2496 index(state
,corners
,x
+1,y
) = e
;
2502 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
2503 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1, COL_BACKGROUND
);
2504 draw_rect(fe
, COORD(0)-1, COORD(0)-1,
2505 ds
->w
*TILE_SIZE
+3, ds
->h
*TILE_SIZE
+3, COL_LINE
);
2507 draw_update(fe
, 0, 0,
2508 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
2509 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1);
2512 for (x
= 0; x
< state
->w
; x
++)
2513 for (y
= 0; y
< state
->h
; y
++) {
2514 unsigned long c
= 0;
2516 if (HRANGE(state
,x
,y
))
2517 c
|= index(state
,hedge
,x
,y
);
2518 if (HRANGE(state
,x
,y
+1))
2519 c
|= index(state
,hedge
,x
,y
+1) << 2;
2520 if (VRANGE(state
,x
,y
))
2521 c
|= index(state
,vedge
,x
,y
) << 4;
2522 if (VRANGE(state
,x
+1,y
))
2523 c
|= index(state
,vedge
,x
+1,y
) << 6;
2524 c
|= index(state
,corners
,x
,y
) << 8;
2526 c
|= index(state
,corners
,x
+1,y
) << 10;
2528 c
|= index(state
,corners
,x
,y
+1) << 12;
2529 if (x
+1 < state
->w
&& y
+1 < state
->h
)
2530 /* cast to prevent 2<<14 sign-extending on promotion to long */
2531 c
|= (unsigned long)index(state
,corners
,x
+1,y
+1) << 14;
2532 if (index(state
, correct
, x
, y
) && !flashtime
)
2535 if (index(ds
,ds
->visible
,x
,y
) != c
) {
2536 draw_tile(fe
, ds
, state
, x
, y
, hedge
, vedge
, corners
,
2537 (c
& CORRECT
) ?
1 : 0);
2538 index(ds
,ds
->visible
,x
,y
) = c
;
2545 if (ui
->x1
>= 0 && ui
->y1
>= 0 &&
2546 ui
->x2
>= 0 && ui
->y2
>= 0) {
2547 sprintf(buf
, "%dx%d ",
2555 strcat(buf
, "Auto-solved.");
2556 else if (state
->completed
)
2557 strcat(buf
, "COMPLETED!");
2559 status_bar(fe
, buf
);
2562 if (hedge
!= state
->hedge
) {
2571 static float game_anim_length(game_state
*oldstate
,
2572 game_state
*newstate
, int dir
, game_ui
*ui
)
2577 static float game_flash_length(game_state
*oldstate
,
2578 game_state
*newstate
, int dir
, game_ui
*ui
)
2580 if (!oldstate
->completed
&& newstate
->completed
&&
2581 !oldstate
->cheated
&& !newstate
->cheated
)
2586 static int game_wants_statusbar(void)
2591 static int game_timing_state(game_state
*state
)
2597 #define thegame rect
2600 const struct game thegame
= {
2601 "Rectangles", "games.rectangles",
2608 TRUE
, game_configure
, custom_params
,
2617 TRUE
, game_text_format
,
2625 game_free_drawstate
,
2629 game_wants_statusbar
,
2630 FALSE
, game_timing_state
,
2631 0, /* mouse_priorities */