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
42 const char *const game_name
= "Rectangles";
43 const int game_can_configure
= TRUE
;
59 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
60 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
61 #define grid(state,x,y) index(state, (state)->grid, x, y)
62 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
63 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
65 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
66 (y) >= dy && (y) < (state)->h )
67 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
68 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
69 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
74 #define CORNER_TOLERANCE 0.15F
75 #define CENTRE_TOLERANCE 0.15F
77 #define FLASH_TIME 0.13F
79 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
80 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
84 int *grid
; /* contains the numbers */
85 unsigned char *vedge
; /* (w+1) x h */
86 unsigned char *hedge
; /* w x (h+1) */
90 game_params
*default_params(void)
92 game_params
*ret
= snew(game_params
);
99 int game_fetch_preset(int i
, char **name
, game_params
**params
)
106 case 0: w
= 7, h
= 7; break;
107 case 1: w
= 11, h
= 11; break;
108 case 2: w
= 15, h
= 15; break;
109 case 3: w
= 19, h
= 19; break;
110 default: return FALSE
;
113 sprintf(buf
, "%dx%d", w
, h
);
115 *params
= ret
= snew(game_params
);
121 void free_params(game_params
*params
)
126 game_params
*dup_params(game_params
*params
)
128 game_params
*ret
= snew(game_params
);
129 *ret
= *params
; /* structure copy */
133 game_params
*decode_params(char const *string
)
135 game_params
*ret
= default_params();
137 ret
->w
= ret
->h
= atoi(string
);
138 while (*string
&& isdigit(*string
)) string
++;
139 if (*string
== 'x') {
141 ret
->h
= atoi(string
);
147 char *encode_params(game_params
*params
)
151 sprintf(data
, "%dx%d", params
->w
, params
->h
);
156 config_item
*game_configure(game_params
*params
)
161 ret
= snewn(5, config_item
);
163 ret
[0].name
= "Width";
164 ret
[0].type
= C_STRING
;
165 sprintf(buf
, "%d", params
->w
);
166 ret
[0].sval
= dupstr(buf
);
169 ret
[1].name
= "Height";
170 ret
[1].type
= C_STRING
;
171 sprintf(buf
, "%d", params
->h
);
172 ret
[1].sval
= dupstr(buf
);
183 game_params
*custom_params(config_item
*cfg
)
185 game_params
*ret
= snew(game_params
);
187 ret
->w
= atoi(cfg
[0].sval
);
188 ret
->h
= atoi(cfg
[1].sval
);
193 char *validate_params(game_params
*params
)
195 if (params
->w
<= 0 && params
->h
<= 0)
196 return "Width and height must both be greater than zero";
197 if (params
->w
< 2 && params
->h
< 2)
198 return "Grid area must be greater than one";
212 static struct rectlist
*get_rectlist(game_params
*params
, int *grid
)
217 struct rect
*rects
= NULL
;
218 int nrects
= 0, rectsize
= 0;
221 * Maximum rectangle area is 1/6 of total grid size, unless
222 * this means we can't place any rectangles at all in which
223 * case we set it to 2 at minimum.
225 maxarea
= params
->w
* params
->h
/ 6;
229 for (rw
= 1; rw
<= params
->w
; rw
++)
230 for (rh
= 1; rh
<= params
->h
; rh
++) {
231 if (rw
* rh
> maxarea
)
235 for (x
= 0; x
<= params
->w
- rw
; x
++)
236 for (y
= 0; y
<= params
->h
- rh
; y
++) {
237 if (nrects
>= rectsize
) {
238 rectsize
= nrects
+ 256;
239 rects
= sresize(rects
, rectsize
, struct rect
);
244 rects
[nrects
].w
= rw
;
245 rects
[nrects
].h
= rh
;
251 struct rectlist
*ret
;
252 ret
= snew(struct rectlist
);
257 assert(rects
== NULL
); /* hence no need to free */
262 static void free_rectlist(struct rectlist
*list
)
268 static void place_rect(game_params
*params
, int *grid
, struct rect r
)
270 int idx
= INDEX(params
, r
.x
, r
.y
);
273 for (x
= r
.x
; x
< r
.x
+r
.w
; x
++)
274 for (y
= r
.y
; y
< r
.y
+r
.h
; y
++) {
275 index(params
, grid
, x
, y
) = idx
;
277 #ifdef GENERATION_DIAGNOSTICS
278 printf(" placing rectangle at (%d,%d) size %d x %d\n",
283 static struct rect
find_rect(game_params
*params
, int *grid
, int x
, int y
)
289 * Find the top left of the rectangle.
291 idx
= index(params
, grid
, x
, y
);
297 return r
; /* 1x1 singleton here */
304 * Find the width and height of the rectangle.
307 (x
+w
< params
->w
&& index(params
,grid
,x
+w
,y
)==idx
);
310 (y
+h
< params
->h
&& index(params
,grid
,x
,y
+h
)==idx
);
321 #ifdef GENERATION_DIAGNOSTICS
322 static void display_grid(game_params
*params
, int *grid
, int *numbers
)
324 unsigned char *egrid
= snewn((params
->w
*2+3) * (params
->h
*2+3),
326 memset(egrid
, 0, (params
->w
*2+3) * (params
->h
*2+3));
328 int r
= (params
->w
*2+3);
330 for (x
= 0; x
< params
->w
; x
++)
331 for (y
= 0; y
< params
->h
; y
++) {
332 int i
= index(params
, grid
, x
, y
);
333 if (x
== 0 || index(params
, grid
, x
-1, y
) != i
)
334 egrid
[(2*y
+2) * r
+ (2*x
+1)] = 1;
335 if (x
== params
->w
-1 || index(params
, grid
, x
+1, y
) != i
)
336 egrid
[(2*y
+2) * r
+ (2*x
+3)] = 1;
337 if (y
== 0 || index(params
, grid
, x
, y
-1) != i
)
338 egrid
[(2*y
+1) * r
+ (2*x
+2)] = 1;
339 if (y
== params
->h
-1 || index(params
, grid
, x
, y
+1) != i
)
340 egrid
[(2*y
+3) * r
+ (2*x
+2)] = 1;
343 for (y
= 1; y
< 2*params
->h
+2; y
++) {
344 for (x
= 1; x
< 2*params
->w
+2; x
++) {
346 int k
= index(params
, numbers
, x
/2-1, y
/2-1);
347 if (k
) printf("%2d", k
); else printf(" ");
348 } else if (!((y
&x
)&1)) {
349 int v
= egrid
[y
*r
+x
];
350 if ((y
&1) && v
) v
= '-';
351 if ((x
&1) && v
) v
= '|';
354 if (!(x
&1)) putchar(v
);
357 if (egrid
[y
*r
+(x
+1)]) d
|= 1;
358 if (egrid
[(y
-1)*r
+x
]) d
|= 2;
359 if (egrid
[y
*r
+(x
-1)]) d
|= 4;
360 if (egrid
[(y
+1)*r
+x
]) d
|= 8;
361 c
= " ??+?-++?+|+++++"[d
];
363 if (!(x
&1)) putchar(c
);
373 char *new_game_seed(game_params
*params
, random_state
*rs
)
376 struct rectlist
*list
;
380 grid
= snewn(params
->w
* params
->h
, int);
381 numbers
= snewn(params
->w
* params
->h
, int);
383 for (y
= 0; y
< params
->h
; y
++)
384 for (x
= 0; x
< params
->w
; x
++) {
385 index(params
, grid
, x
, y
) = -1;
386 index(params
, numbers
, x
, y
) = 0;
389 list
= get_rectlist(params
, grid
);
390 assert(list
!= NULL
);
393 * Place rectangles until we can't any more.
395 while (list
->n
> 0) {
400 * Pick a random rectangle.
402 i
= random_upto(rs
, list
->n
);
408 place_rect(params
, grid
, r
);
411 * Winnow the list by removing any rectangles which
415 for (i
= 0; i
< list
->n
; i
++) {
416 struct rect s
= list
->rects
[i
];
417 if (s
.x
+s
.w
<= r
.x
|| r
.x
+r
.w
<= s
.x
||
418 s
.y
+s
.h
<= r
.y
|| r
.y
+r
.h
<= s
.y
)
419 list
->rects
[m
++] = s
;
427 * Deal with singleton spaces remaining in the grid, one by
430 * We do this by making a local change to the layout. There are
431 * several possibilities:
433 * +-----+-----+ Here, we can remove the singleton by
434 * | | | extending the 1x2 rectangle below it
435 * +--+--+-----+ into a 1x3.
443 * +--+--+--+ Here, that trick doesn't work: there's no
444 * | | | 1 x n rectangle with the singleton at one
445 * | | | end. Instead, we extend a 1 x n rectangle
446 * | | | _out_ from the singleton, shaving a layer
447 * +--+--+ | off the end of another rectangle. So if we
448 * | | | | extended up, we'd make our singleton part
449 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
450 * | | | used to be; or we could extend right into
451 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
453 * +-----+--+ Here, we can't even do _that_, since any
454 * | | | direction we choose to extend the singleton
455 * +--+--+ | will produce a new singleton as a result of
456 * | | | | truncating one of the size-2 rectangles.
457 * | +--+--+ Fortunately, this case can _only_ occur when
458 * | | | a singleton is surrounded by four size-2s
459 * +--+-----+ in this fashion; so instead we can simply
460 * replace the whole section with a single 3x3.
462 for (x
= 0; x
< params
->w
; x
++) {
463 for (y
= 0; y
< params
->h
; y
++) {
464 if (index(params
, grid
, x
, y
) < 0) {
467 #ifdef GENERATION_DIAGNOSTICS
468 display_grid(params
, grid
, numbers
);
469 printf("singleton at %d,%d\n", x
, y
);
473 * Check in which directions we can feasibly extend
474 * the singleton. We can extend in a particular
475 * direction iff either:
477 * - the rectangle on that side of the singleton
478 * is not 2x1, and we are at one end of the edge
479 * of it we are touching
481 * - it is 2x1 but we are on its short side.
483 * FIXME: we could plausibly choose between these
484 * based on the sizes of the rectangles they would
488 if (x
< params
->w
-1) {
489 struct rect r
= find_rect(params
, grid
, x
+1, y
);
490 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
491 dirs
[ndirs
++] = 1; /* right */
494 struct rect r
= find_rect(params
, grid
, x
, y
-1);
495 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
496 dirs
[ndirs
++] = 2; /* up */
499 struct rect r
= find_rect(params
, grid
, x
-1, y
);
500 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
501 dirs
[ndirs
++] = 4; /* left */
503 if (y
< params
->h
-1) {
504 struct rect r
= find_rect(params
, grid
, x
, y
+1);
505 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
506 dirs
[ndirs
++] = 8; /* down */
513 which
= random_upto(rs
, ndirs
);
518 assert(x
< params
->w
+1);
519 #ifdef GENERATION_DIAGNOSTICS
520 printf("extending right\n");
522 r1
= find_rect(params
, grid
, x
+1, y
);
533 #ifdef GENERATION_DIAGNOSTICS
534 printf("extending up\n");
536 r1
= find_rect(params
, grid
, x
, y
-1);
547 #ifdef GENERATION_DIAGNOSTICS
548 printf("extending left\n");
550 r1
= find_rect(params
, grid
, x
-1, y
);
560 assert(y
< params
->h
+1);
561 #ifdef GENERATION_DIAGNOSTICS
562 printf("extending down\n");
564 r1
= find_rect(params
, grid
, x
, y
+1);
574 if (r1
.h
> 0 && r1
.w
> 0)
575 place_rect(params
, grid
, r1
);
576 place_rect(params
, grid
, r2
);
580 * Sanity-check that there really is a 3x3
581 * rectangle surrounding this singleton and it
582 * contains absolutely everything we could
587 assert(x
> 0 && x
< params
->w
-1);
588 assert(y
> 0 && y
< params
->h
-1);
590 for (xx
= x
-1; xx
<= x
+1; xx
++)
591 for (yy
= y
-1; yy
<= y
+1; yy
++) {
592 struct rect r
= find_rect(params
,grid
,xx
,yy
);
595 assert(r
.x
+r
.w
-1 <= x
+1);
596 assert(r
.y
+r
.h
-1 <= y
+1);
601 #ifdef GENERATION_DIAGNOSTICS
602 printf("need the 3x3 trick\n");
606 * FIXME: If the maximum rectangle area for
607 * this grid is less than 9, we ought to
608 * subdivide the 3x3 in some fashion. There are
609 * five other possibilities:
614 * - a 3 and three 2s (two different arrangements).
622 place_rect(params
, grid
, r
);
632 for (x
= 0; x
< params
->w
; x
++) {
633 for (y
= 0; y
< params
->h
; y
++) {
634 int idx
= INDEX(params
, x
, y
);
635 if (index(params
, grid
, x
, y
) == idx
) {
636 struct rect r
= find_rect(params
, grid
, x
, y
);
640 * Decide where to put the number.
642 n
= random_upto(rs
, r
.w
*r
.h
);
645 index(params
,numbers
,x
+xx
,y
+yy
) = r
.w
*r
.h
;
650 #ifdef GENERATION_DIAGNOSTICS
651 display_grid(params
, grid
, numbers
);
654 seed
= snewn(11 * params
->w
* params
->h
, char);
657 for (i
= 0; i
<= params
->w
* params
->h
; i
++) {
658 int n
= (i
< params
->w
* params
->h ? numbers
[i
] : -1);
665 int c
= 'a' - 1 + run
;
669 run
-= c
- ('a' - 1);
675 p
+= sprintf(p
, "%d", n
);
687 char *validate_seed(game_params
*params
, char *seed
)
689 int area
= params
->w
* params
->h
;
694 if (n
>= 'a' && n
<= 'z') {
695 squares
+= n
- 'a' + 1;
696 } else if (n
== '_') {
698 } else if (n
> '0' && n
<= '9') {
700 while (*seed
>= '0' && *seed
<= '9')
703 return "Invalid character in game specification";
707 return "Not enough data to fill grid";
710 return "Too much data to fit in grid";
715 game_state
*new_game(game_params
*params
, char *seed
)
717 game_state
*state
= snew(game_state
);
720 state
->w
= params
->w
;
721 state
->h
= params
->h
;
723 area
= state
->w
* state
->h
;
725 state
->grid
= snewn(area
, int);
726 state
->vedge
= snewn(area
, unsigned char);
727 state
->hedge
= snewn(area
, unsigned char);
728 state
->completed
= FALSE
;
733 if (n
>= 'a' && n
<= 'z') {
734 int run
= n
- 'a' + 1;
735 assert(i
+ run
<= area
);
737 state
->grid
[i
++] = 0;
738 } else if (n
== '_') {
740 } else if (n
> '0' && n
<= '9') {
742 state
->grid
[i
++] = atoi(seed
-1);
743 while (*seed
>= '0' && *seed
<= '9')
746 assert(!"We can't get here");
751 for (y
= 0; y
< state
->h
; y
++)
752 for (x
= 0; x
< state
->w
; x
++)
753 vedge(state
,x
,y
) = hedge(state
,x
,y
) = 0;
758 game_state
*dup_game(game_state
*state
)
760 game_state
*ret
= snew(game_state
);
765 ret
->vedge
= snewn(state
->w
* state
->h
, unsigned char);
766 ret
->hedge
= snewn(state
->w
* state
->h
, unsigned char);
767 ret
->grid
= snewn(state
->w
* state
->h
, int);
769 ret
->completed
= state
->completed
;
771 memcpy(ret
->grid
, state
->grid
, state
->w
* state
->h
* sizeof(int));
772 memcpy(ret
->vedge
, state
->vedge
, state
->w
*state
->h
*sizeof(unsigned char));
773 memcpy(ret
->hedge
, state
->hedge
, state
->w
*state
->h
*sizeof(unsigned char));
778 void free_game(game_state
*state
)
786 static unsigned char *get_correct(game_state
*state
)
791 ret
= snewn(state
->w
* state
->h
, unsigned char);
792 memset(ret
, 0xFF, state
->w
* state
->h
);
794 for (x
= 0; x
< state
->w
; x
++)
795 for (y
= 0; y
< state
->h
; y
++)
796 if (index(state
,ret
,x
,y
) == 0xFF) {
799 int num
, area
, valid
;
802 * Find a rectangle starting at this point.
805 while (x
+rw
< state
->w
&& !vedge(state
,x
+rw
,y
))
808 while (y
+rh
< state
->h
&& !hedge(state
,x
,y
+rh
))
812 * We know what the dimensions of the rectangle
813 * should be if it's there at all. Find out if we
814 * really have a valid rectangle.
817 /* Check the horizontal edges. */
818 for (xx
= x
; xx
< x
+rw
; xx
++) {
819 for (yy
= y
; yy
<= y
+rh
; yy
++) {
820 int e
= !HRANGE(state
,xx
,yy
) || hedge(state
,xx
,yy
);
821 int ec
= (yy
== y
|| yy
== y
+rh
);
826 /* Check the vertical edges. */
827 for (yy
= y
; yy
< y
+rh
; yy
++) {
828 for (xx
= x
; xx
<= x
+rw
; xx
++) {
829 int e
= !VRANGE(state
,xx
,yy
) || vedge(state
,xx
,yy
);
830 int ec
= (xx
== x
|| xx
== x
+rw
);
837 * If this is not a valid rectangle with no other
838 * edges inside it, we just mark this square as not
839 * complete and proceed to the next square.
842 index(state
, ret
, x
, y
) = 0;
847 * We have a rectangle. Now see what its area is,
848 * and how many numbers are in it.
852 for (xx
= x
; xx
< x
+rw
; xx
++) {
853 for (yy
= y
; yy
< y
+rh
; yy
++) {
855 if (grid(state
,xx
,yy
)) {
857 valid
= FALSE
; /* two numbers */
858 num
= grid(state
,xx
,yy
);
866 * Now fill in the whole rectangle based on the
869 for (xx
= x
; xx
< x
+rw
; xx
++) {
870 for (yy
= y
; yy
< y
+rh
; yy
++) {
871 index(state
, ret
, xx
, yy
) = valid
;
881 * These coordinates are 2 times the obvious grid coordinates.
882 * Hence, the top left of the grid is (0,0), the grid point to
883 * the right of that is (2,0), the one _below that_ is (2,2)
884 * and so on. This is so that we can specify a drag start point
885 * on an edge (one odd coordinate) or in the middle of a square
886 * (two odd coordinates) rather than always at a corner.
888 * -1,-1 means no drag is in progress.
895 * This flag is set as soon as a dragging action moves the
896 * mouse pointer away from its starting point, so that even if
897 * the pointer _returns_ to its starting point the action is
898 * treated as a small drag rather than a click.
903 game_ui
*new_ui(game_state
*state
)
905 game_ui
*ui
= snew(game_ui
);
906 ui
->drag_start_x
= -1;
907 ui
->drag_start_y
= -1;
914 void free_ui(game_ui
*ui
)
919 void coord_round(float x
, float y
, int *xr
, int *yr
)
921 float xs
, ys
, xv
, yv
, dx
, dy
, dist
;
924 * Find the nearest square-centre.
926 xs
= (float)floor(x
) + 0.5F
;
927 ys
= (float)floor(y
) + 0.5F
;
930 * And find the nearest grid vertex.
932 xv
= (float)floor(x
+ 0.5F
);
933 yv
= (float)floor(y
+ 0.5F
);
936 * We allocate clicks in parts of the grid square to either
937 * corners, edges or square centres, as follows:
953 * In other words: we measure the square distance (i.e.
954 * max(dx,dy)) from the click to the nearest corner, and if
955 * it's within CORNER_TOLERANCE then we return a corner click.
956 * We measure the square distance from the click to the nearest
957 * centre, and if that's within CENTRE_TOLERANCE we return a
958 * centre click. Failing that, we find which of the two edge
959 * centres is nearer to the click and return that edge.
963 * Check for corner click.
965 dx
= (float)fabs(x
- xv
);
966 dy
= (float)fabs(y
- yv
);
967 dist
= (dx
> dy ? dx
: dy
);
968 if (dist
< CORNER_TOLERANCE
) {
973 * Check for centre click.
975 dx
= (float)fabs(x
- xs
);
976 dy
= (float)fabs(y
- ys
);
977 dist
= (dx
> dy ? dx
: dy
);
978 if (dist
< CENTRE_TOLERANCE
) {
979 *xr
= 1 + 2 * (int)xs
;
980 *yr
= 1 + 2 * (int)ys
;
983 * Failing both of those, see which edge we're closer to.
984 * Conveniently, this is simply done by testing the relative
985 * magnitude of dx and dy (which are currently distances from
986 * the square centre).
989 /* Vertical edge: x-coord of corner,
990 * y-coord of square centre. */
992 *yr
= 1 + 2 * (int)ys
;
994 /* Horizontal edge: x-coord of square centre,
995 * y-coord of corner. */
996 *xr
= 1 + 2 * (int)xs
;
1003 static void ui_draw_rect(game_state
*state
, game_ui
*ui
,
1004 unsigned char *hedge
, unsigned char *vedge
, int c
)
1006 int x1
, x2
, y1
, y2
, x
, y
, t
;
1008 x1
= ui
->drag_start_x
;
1009 x2
= ui
->drag_end_x
;
1010 if (x2
< x1
) { t
= x1
; x1
= x2
; x2
= t
; }
1012 y1
= ui
->drag_start_y
;
1013 y2
= ui
->drag_end_y
;
1014 if (y2
< y1
) { t
= y1
; y1
= y2
; y2
= t
; }
1016 x1
= x1
/ 2; /* rounds down */
1017 x2
= (x2
+1) / 2; /* rounds up */
1018 y1
= y1
/ 2; /* rounds down */
1019 y2
= (y2
+1) / 2; /* rounds up */
1022 * Draw horizontal edges of rectangles.
1024 for (x
= x1
; x
< x2
; x
++)
1025 for (y
= y1
; y
<= y2
; y
++)
1026 if (HRANGE(state
,x
,y
)) {
1027 int val
= index(state
,hedge
,x
,y
);
1028 if (y
== y1
|| y
== y2
)
1032 index(state
,hedge
,x
,y
) = val
;
1036 * Draw vertical edges of rectangles.
1038 for (y
= y1
; y
< y2
; y
++)
1039 for (x
= x1
; x
<= x2
; x
++)
1040 if (VRANGE(state
,x
,y
)) {
1041 int val
= index(state
,vedge
,x
,y
);
1042 if (x
== x1
|| x
== x2
)
1046 index(state
,vedge
,x
,y
) = val
;
1050 game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
, int button
)
1053 int startdrag
= FALSE
, enddrag
= FALSE
, active
= FALSE
;
1056 if (button
== LEFT_BUTTON
) {
1058 } else if (button
== LEFT_RELEASE
) {
1060 } else if (button
!= LEFT_DRAG
) {
1064 coord_round(FROMCOORD((float)x
), FROMCOORD((float)y
), &xc
, &yc
);
1067 ui
->drag_start_x
= xc
;
1068 ui
->drag_start_y
= yc
;
1069 ui
->drag_end_x
= xc
;
1070 ui
->drag_end_y
= yc
;
1071 ui
->dragged
= FALSE
;
1075 if (xc
!= ui
->drag_end_x
|| yc
!= ui
->drag_end_y
) {
1076 ui
->drag_end_x
= xc
;
1077 ui
->drag_end_y
= yc
;
1085 if (xc
>= 0 && xc
<= 2*from
->w
&&
1086 yc
>= 0 && yc
<= 2*from
->h
) {
1087 ret
= dup_game(from
);
1090 ui_draw_rect(ret
, ui
, ret
->hedge
, ret
->vedge
, 1);
1092 if ((xc
& 1) && !(yc
& 1) && HRANGE(from
,xc
/2,yc
/2)) {
1093 hedge(ret
,xc
/2,yc
/2) = !hedge(ret
,xc
/2,yc
/2);
1095 if ((yc
& 1) && !(xc
& 1) && VRANGE(from
,xc
/2,yc
/2)) {
1096 vedge(ret
,xc
/2,yc
/2) = !vedge(ret
,xc
/2,yc
/2);
1100 if (!memcmp(ret
->hedge
, from
->hedge
, from
->w
*from
->h
) &&
1101 !memcmp(ret
->vedge
, from
->vedge
, from
->w
*from
->h
)) {
1107 * We've made a real change to the grid. Check to see
1108 * if the game has been completed.
1110 if (ret
&& !ret
->completed
) {
1112 unsigned char *correct
= get_correct(ret
);
1115 for (x
= 0; x
< ret
->w
; x
++)
1116 for (y
= 0; y
< ret
->h
; y
++)
1117 if (!index(ret
, correct
, x
, y
))
1123 ret
->completed
= TRUE
;
1127 ui
->drag_start_x
= -1;
1128 ui
->drag_start_y
= -1;
1129 ui
->drag_end_x
= -1;
1130 ui
->drag_end_y
= -1;
1131 ui
->dragged
= FALSE
;
1136 return ret
; /* a move has been made */
1138 return from
; /* UI activity has occurred */
1143 /* ----------------------------------------------------------------------
1147 #define CORRECT 65536
1149 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1150 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1151 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
1153 struct game_drawstate
{
1156 unsigned int *visible
;
1159 void game_size(game_params
*params
, int *x
, int *y
)
1161 *x
= params
->w
* TILE_SIZE
+ 2*BORDER
+ 1;
1162 *y
= params
->h
* TILE_SIZE
+ 2*BORDER
+ 1;
1165 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
1167 float *ret
= snewn(3 * NCOLOURS
, float);
1169 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1171 ret
[COL_GRID
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1172 ret
[COL_GRID
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1173 ret
[COL_GRID
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
1175 ret
[COL_DRAG
* 3 + 0] = 1.0F
;
1176 ret
[COL_DRAG
* 3 + 1] = 0.0F
;
1177 ret
[COL_DRAG
* 3 + 2] = 0.0F
;
1179 ret
[COL_CORRECT
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1180 ret
[COL_CORRECT
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1181 ret
[COL_CORRECT
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1183 ret
[COL_LINE
* 3 + 0] = 0.0F
;
1184 ret
[COL_LINE
* 3 + 1] = 0.0F
;
1185 ret
[COL_LINE
* 3 + 2] = 0.0F
;
1187 ret
[COL_TEXT
* 3 + 0] = 0.0F
;
1188 ret
[COL_TEXT
* 3 + 1] = 0.0F
;
1189 ret
[COL_TEXT
* 3 + 2] = 0.0F
;
1191 *ncolours
= NCOLOURS
;
1195 game_drawstate
*game_new_drawstate(game_state
*state
)
1197 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1200 ds
->started
= FALSE
;
1203 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned int);
1204 for (i
= 0; i
< ds
->w
* ds
->h
; i
++)
1205 ds
->visible
[i
] = 0xFFFF;
1210 void game_free_drawstate(game_drawstate
*ds
)
1216 void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
1217 unsigned char *hedge
, unsigned char *vedge
,
1218 unsigned char *corners
, int correct
)
1220 int cx
= COORD(x
), cy
= COORD(y
);
1223 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1, COL_GRID
);
1224 draw_rect(fe
, cx
+1, cy
+1, TILE_SIZE
-1, TILE_SIZE
-1,
1225 correct ? COL_CORRECT
: COL_BACKGROUND
);
1227 if (grid(state
,x
,y
)) {
1228 sprintf(str
, "%d", grid(state
,x
,y
));
1229 draw_text(fe
, cx
+TILE_SIZE
/2, cy
+TILE_SIZE
/2, FONT_VARIABLE
,
1230 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
, COL_TEXT
, str
);
1236 if (!HRANGE(state
,x
,y
) || index(state
,hedge
,x
,y
))
1237 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, 2,
1238 HRANGE(state
,x
,y
) ?
COLOUR(index(state
,hedge
,x
,y
)) :
1240 if (!HRANGE(state
,x
,y
+1) || index(state
,hedge
,x
,y
+1))
1241 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, TILE_SIZE
+1, 2,
1242 HRANGE(state
,x
,y
+1) ?
COLOUR(index(state
,hedge
,x
,y
+1)) :
1244 if (!VRANGE(state
,x
,y
) || index(state
,vedge
,x
,y
))
1245 draw_rect(fe
, cx
, cy
, 2, TILE_SIZE
+1,
1246 VRANGE(state
,x
,y
) ?
COLOUR(index(state
,vedge
,x
,y
)) :
1248 if (!VRANGE(state
,x
+1,y
) || index(state
,vedge
,x
+1,y
))
1249 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, TILE_SIZE
+1,
1250 VRANGE(state
,x
+1,y
) ?
COLOUR(index(state
,vedge
,x
+1,y
)) :
1256 if (index(state
,corners
,x
,y
))
1257 draw_rect(fe
, cx
, cy
, 2, 2,
1258 COLOUR(index(state
,corners
,x
,y
)));
1259 if (x
+1 < state
->w
&& index(state
,corners
,x
+1,y
))
1260 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, 2,
1261 COLOUR(index(state
,corners
,x
+1,y
)));
1262 if (y
+1 < state
->h
&& index(state
,corners
,x
,y
+1))
1263 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, 2, 2,
1264 COLOUR(index(state
,corners
,x
,y
+1)));
1265 if (x
+1 < state
->w
&& y
+1 < state
->h
&& index(state
,corners
,x
+1,y
+1))
1266 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
+TILE_SIZE
-1, 2, 2,
1267 COLOUR(index(state
,corners
,x
+1,y
+1)));
1269 draw_update(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1);
1272 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1273 game_state
*state
, game_ui
*ui
,
1274 float animtime
, float flashtime
)
1277 unsigned char *correct
;
1278 unsigned char *hedge
, *vedge
, *corners
;
1280 correct
= get_correct(state
);
1283 hedge
= snewn(state
->w
*state
->h
, unsigned char);
1284 vedge
= snewn(state
->w
*state
->h
, unsigned char);
1285 memcpy(hedge
, state
->hedge
, state
->w
*state
->h
);
1286 memcpy(vedge
, state
->vedge
, state
->w
*state
->h
);
1287 ui_draw_rect(state
, ui
, hedge
, vedge
, 2);
1289 hedge
= state
->hedge
;
1290 vedge
= state
->vedge
;
1293 corners
= snewn(state
->w
* state
->h
, unsigned char);
1294 memset(corners
, 0, state
->w
* state
->h
);
1295 for (x
= 0; x
< state
->w
; x
++)
1296 for (y
= 0; y
< state
->h
; y
++) {
1298 int e
= index(state
, vedge
, x
, y
);
1299 if (index(state
,corners
,x
,y
) < e
)
1300 index(state
,corners
,x
,y
) = e
;
1301 if (y
+1 < state
->h
&&
1302 index(state
,corners
,x
,y
+1) < e
)
1303 index(state
,corners
,x
,y
+1) = e
;
1306 int e
= index(state
, hedge
, x
, y
);
1307 if (index(state
,corners
,x
,y
) < e
)
1308 index(state
,corners
,x
,y
) = e
;
1309 if (x
+1 < state
->w
&&
1310 index(state
,corners
,x
+1,y
) < e
)
1311 index(state
,corners
,x
+1,y
) = e
;
1317 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
1318 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1, COL_BACKGROUND
);
1319 draw_rect(fe
, COORD(0)-1, COORD(0)-1,
1320 ds
->w
*TILE_SIZE
+3, ds
->h
*TILE_SIZE
+3, COL_LINE
);
1322 draw_update(fe
, 0, 0,
1323 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
1324 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1);
1327 for (x
= 0; x
< state
->w
; x
++)
1328 for (y
= 0; y
< state
->h
; y
++) {
1331 if (HRANGE(state
,x
,y
))
1332 c
|= index(state
,hedge
,x
,y
);
1333 if (HRANGE(state
,x
,y
+1))
1334 c
|= index(state
,hedge
,x
,y
+1) << 2;
1335 if (VRANGE(state
,x
,y
))
1336 c
|= index(state
,vedge
,x
,y
) << 4;
1337 if (VRANGE(state
,x
+1,y
))
1338 c
|= index(state
,vedge
,x
+1,y
) << 6;
1339 c
|= index(state
,corners
,x
,y
) << 8;
1341 c
|= index(state
,corners
,x
+1,y
) << 10;
1343 c
|= index(state
,corners
,x
,y
+1) << 12;
1344 if (x
+1 < state
->w
&& y
+1 < state
->h
)
1345 c
|= index(state
,corners
,x
+1,y
+1) << 14;
1346 if (index(state
, correct
, x
, y
) && !flashtime
)
1349 if (index(ds
,ds
->visible
,x
,y
) != c
) {
1350 draw_tile(fe
, state
, x
, y
, hedge
, vedge
, corners
, c
& CORRECT
);
1351 index(ds
,ds
->visible
,x
,y
) = c
;
1355 if (hedge
!= state
->hedge
) {
1363 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
1368 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
1370 if (!oldstate
->completed
&& newstate
->completed
)
1375 int game_wants_statusbar(void)