2 * rect.c: Puzzle from nikoli.co.jp. You have a square grid with
3 * numbers in some squares; you must divide the square grid up into
4 * variously sized rectangles, such that every rectangle contains
5 * exactly one numbered square and the area of each rectangle is
6 * equal to the number contained in it.
12 * - Improve singleton removal.
13 * + It would be nice to limit the size of the generated
14 * rectangles in accordance with existing constraints such as
15 * the maximum rectangle size and the one about not
16 * generating a rectangle the full width or height of the
18 * + This could be achieved by making a less random choice
19 * about which of the available options to use.
20 * + Alternatively, we could create our rectangle and then
49 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
50 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
51 #define grid(state,x,y) index(state, (state)->grid, x, y)
52 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
53 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
55 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
56 (y) >= dy && (y) < (state)->h )
57 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
58 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
59 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
61 #define PREFERRED_TILE_SIZE 24
62 #define TILE_SIZE (ds->tilesize)
66 #define BORDER (TILE_SIZE * 3 / 4)
69 #define CORNER_TOLERANCE 0.15F
70 #define CENTRE_TOLERANCE 0.15F
72 #define FLASH_TIME 0.13F
74 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
75 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
79 int *grid
; /* contains the numbers */
80 unsigned char *vedge
; /* (w+1) x h */
81 unsigned char *hedge
; /* w x (h+1) */
82 int completed
, cheated
;
83 unsigned char *correct
;
86 static game_params
*default_params(void)
88 game_params
*ret
= snew(game_params
);
91 ret
->expandfactor
= 0.0F
;
97 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
104 case 0: w
= 7, h
= 7; break;
105 case 1: w
= 9, h
= 9; break;
106 case 2: w
= 11, h
= 11; break;
107 case 3: w
= 13, h
= 13; break;
108 case 4: w
= 15, h
= 15; break;
110 case 5: w
= 17, h
= 17; break;
111 case 6: w
= 19, h
= 19; break;
113 default: return FALSE
;
116 sprintf(buf
, "%dx%d", w
, h
);
118 *params
= ret
= snew(game_params
);
121 ret
->expandfactor
= 0.0F
;
126 static void free_params(game_params
*params
)
131 static game_params
*dup_params(game_params
*params
)
133 game_params
*ret
= snew(game_params
);
134 *ret
= *params
; /* structure copy */
138 static void decode_params(game_params
*ret
, char const *string
)
140 ret
->w
= ret
->h
= atoi(string
);
141 while (*string
&& isdigit((unsigned char)*string
)) string
++;
142 if (*string
== 'x') {
144 ret
->h
= atoi(string
);
145 while (*string
&& isdigit((unsigned char)*string
)) string
++;
147 if (*string
== 'e') {
149 ret
->expandfactor
= atof(string
);
151 (*string
== '.' || isdigit((unsigned char)*string
))) string
++;
153 if (*string
== 'a') {
159 static char *encode_params(game_params
*params
, int full
)
163 sprintf(data
, "%dx%d", params
->w
, params
->h
);
164 if (full
&& params
->expandfactor
)
165 sprintf(data
+ strlen(data
), "e%g", params
->expandfactor
);
166 if (full
&& !params
->unique
)
172 static config_item
*game_configure(game_params
*params
)
177 ret
= snewn(5, config_item
);
179 ret
[0].name
= "Width";
180 ret
[0].type
= C_STRING
;
181 sprintf(buf
, "%d", params
->w
);
182 ret
[0].sval
= dupstr(buf
);
185 ret
[1].name
= "Height";
186 ret
[1].type
= C_STRING
;
187 sprintf(buf
, "%d", params
->h
);
188 ret
[1].sval
= dupstr(buf
);
191 ret
[2].name
= "Expansion factor";
192 ret
[2].type
= C_STRING
;
193 sprintf(buf
, "%g", params
->expandfactor
);
194 ret
[2].sval
= dupstr(buf
);
197 ret
[3].name
= "Ensure unique solution";
198 ret
[3].type
= C_BOOLEAN
;
200 ret
[3].ival
= params
->unique
;
210 static game_params
*custom_params(config_item
*cfg
)
212 game_params
*ret
= snew(game_params
);
214 ret
->w
= atoi(cfg
[0].sval
);
215 ret
->h
= atoi(cfg
[1].sval
);
216 ret
->expandfactor
= atof(cfg
[2].sval
);
217 ret
->unique
= cfg
[3].ival
;
222 static char *validate_params(game_params
*params
, int full
)
224 if (params
->w
<= 0 || params
->h
<= 0)
225 return "Width and height must both be greater than zero";
226 if (params
->w
*params
->h
< 2)
227 return "Grid area must be greater than one";
228 if (params
->expandfactor
< 0.0F
)
229 return "Expansion factor may not be negative";
250 struct point
*points
;
253 /* ----------------------------------------------------------------------
254 * Solver for Rectangles games.
256 * This solver is souped up beyond the needs of actually _solving_
257 * a puzzle. It is also designed to cope with uncertainty about
258 * where the numbers have been placed. This is because I run it on
259 * my generated grids _before_ placing the numbers, and have it
260 * tell me where I need to place the numbers to ensure a unique
264 static void remove_rect_placement(int w
, int h
,
265 struct rectlist
*rectpositions
,
267 int rectnum
, int placement
)
271 #ifdef SOLVER_DIAGNOSTICS
272 printf("ruling out rect %d placement at %d,%d w=%d h=%d\n", rectnum
,
273 rectpositions
[rectnum
].rects
[placement
].x
,
274 rectpositions
[rectnum
].rects
[placement
].y
,
275 rectpositions
[rectnum
].rects
[placement
].w
,
276 rectpositions
[rectnum
].rects
[placement
].h
);
280 * Decrement each entry in the overlaps array to reflect the
281 * removal of this rectangle placement.
283 for (yy
= 0; yy
< rectpositions
[rectnum
].rects
[placement
].h
; yy
++) {
284 y
= yy
+ rectpositions
[rectnum
].rects
[placement
].y
;
285 for (xx
= 0; xx
< rectpositions
[rectnum
].rects
[placement
].w
; xx
++) {
286 x
= xx
+ rectpositions
[rectnum
].rects
[placement
].x
;
288 assert(overlaps
[(rectnum
* h
+ y
) * w
+ x
] != 0);
290 if (overlaps
[(rectnum
* h
+ y
) * w
+ x
] > 0)
291 overlaps
[(rectnum
* h
+ y
) * w
+ x
]--;
296 * Remove the placement from the list of positions for that
297 * rectangle, by interchanging it with the one on the end.
299 if (placement
< rectpositions
[rectnum
].n
- 1) {
302 t
= rectpositions
[rectnum
].rects
[rectpositions
[rectnum
].n
- 1];
303 rectpositions
[rectnum
].rects
[rectpositions
[rectnum
].n
- 1] =
304 rectpositions
[rectnum
].rects
[placement
];
305 rectpositions
[rectnum
].rects
[placement
] = t
;
307 rectpositions
[rectnum
].n
--;
310 static void remove_number_placement(int w
, int h
, struct numberdata
*number
,
311 int index
, int *rectbyplace
)
314 * Remove the entry from the rectbyplace array.
316 rectbyplace
[number
->points
[index
].y
* w
+ number
->points
[index
].x
] = -1;
319 * Remove the placement from the list of candidates for that
320 * number, by interchanging it with the one on the end.
322 if (index
< number
->npoints
- 1) {
325 t
= number
->points
[number
->npoints
- 1];
326 number
->points
[number
->npoints
- 1] = number
->points
[index
];
327 number
->points
[index
] = t
;
332 static int rect_solver(int w
, int h
, int nrects
, struct numberdata
*numbers
,
333 unsigned char *hedge
, unsigned char *vedge
,
336 struct rectlist
*rectpositions
;
337 int *overlaps
, *rectbyplace
, *workspace
;
341 * Start by setting up a list of candidate positions for each
344 rectpositions
= snewn(nrects
, struct rectlist
);
345 for (i
= 0; i
< nrects
; i
++) {
346 int rw
, rh
, area
= numbers
[i
].area
;
347 int j
, minx
, miny
, maxx
, maxy
;
349 int rlistn
, rlistsize
;
352 * For each rectangle, begin by finding the bounding
353 * rectangle of its candidate number placements.
358 for (j
= 0; j
< numbers
[i
].npoints
; j
++) {
359 if (minx
> numbers
[i
].points
[j
].x
) minx
= numbers
[i
].points
[j
].x
;
360 if (miny
> numbers
[i
].points
[j
].y
) miny
= numbers
[i
].points
[j
].y
;
361 if (maxx
< numbers
[i
].points
[j
].x
) maxx
= numbers
[i
].points
[j
].x
;
362 if (maxy
< numbers
[i
].points
[j
].y
) maxy
= numbers
[i
].points
[j
].y
;
366 * Now loop over all possible rectangle placements
367 * overlapping a point within that bounding rectangle;
368 * ensure each one actually contains a candidate number
369 * placement, and add it to the list.
372 rlistn
= rlistsize
= 0;
374 for (rw
= 1; rw
<= area
&& rw
<= w
; rw
++) {
383 for (y
= miny
- rh
+ 1; y
<= maxy
; y
++) {
384 if (y
< 0 || y
+rh
> h
)
387 for (x
= minx
- rw
+ 1; x
<= maxx
; x
++) {
388 if (x
< 0 || x
+rw
> w
)
392 * See if we can find a candidate number
393 * placement within this rectangle.
395 for (j
= 0; j
< numbers
[i
].npoints
; j
++)
396 if (numbers
[i
].points
[j
].x
>= x
&&
397 numbers
[i
].points
[j
].x
< x
+rw
&&
398 numbers
[i
].points
[j
].y
>= y
&&
399 numbers
[i
].points
[j
].y
< y
+rh
)
402 if (j
< numbers
[i
].npoints
) {
404 * Add this to the list of candidate
405 * placements for this rectangle.
407 if (rlistn
>= rlistsize
) {
408 rlistsize
= rlistn
+ 32;
409 rlist
= sresize(rlist
, rlistsize
, struct rect
);
413 rlist
[rlistn
].w
= rw
;
414 rlist
[rlistn
].h
= rh
;
415 #ifdef SOLVER_DIAGNOSTICS
416 printf("rect %d [area %d]: candidate position at"
417 " %d,%d w=%d h=%d\n",
418 i
, area
, x
, y
, rw
, rh
);
426 rectpositions
[i
].rects
= rlist
;
427 rectpositions
[i
].n
= rlistn
;
431 * Next, construct a multidimensional array tracking how many
432 * candidate positions for each rectangle overlap each square.
434 * Indexing of this array is by the formula
436 * overlaps[(rectindex * h + y) * w + x]
438 overlaps
= snewn(nrects
* w
* h
, int);
439 memset(overlaps
, 0, nrects
* w
* h
* sizeof(int));
440 for (i
= 0; i
< nrects
; i
++) {
443 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
446 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++)
447 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++)
448 overlaps
[(i
* h
+ yy
+rectpositions
[i
].rects
[j
].y
) * w
+
449 xx
+rectpositions
[i
].rects
[j
].x
]++;
454 * Also we want an array covering the grid once, to make it
455 * easy to figure out which squares are candidate number
456 * placements for which rectangles. (The existence of this
457 * single array assumes that no square starts off as a
458 * candidate number placement for more than one rectangle. This
459 * assumption is justified, because this solver is _either_
460 * used to solve real problems - in which case there is a
461 * single placement for every number - _or_ used to decide on
462 * number placements for a new puzzle, in which case each
463 * number's placements are confined to the intended position of
464 * the rectangle containing that number.)
466 rectbyplace
= snewn(w
* h
, int);
467 for (i
= 0; i
< w
*h
; i
++)
470 for (i
= 0; i
< nrects
; i
++) {
473 for (j
= 0; j
< numbers
[i
].npoints
; j
++) {
474 int x
= numbers
[i
].points
[j
].x
;
475 int y
= numbers
[i
].points
[j
].y
;
477 assert(rectbyplace
[y
* w
+ x
] == -1);
478 rectbyplace
[y
* w
+ x
] = i
;
482 workspace
= snewn(nrects
, int);
485 * Now run the actual deduction loop.
488 int done_something
= FALSE
;
490 #ifdef SOLVER_DIAGNOSTICS
491 printf("starting deduction loop\n");
493 for (i
= 0; i
< nrects
; i
++) {
494 printf("rect %d overlaps:\n", i
);
497 for (y
= 0; y
< h
; y
++) {
498 for (x
= 0; x
< w
; x
++) {
499 printf("%3d", overlaps
[(i
* h
+ y
) * w
+ x
]);
505 printf("rectbyplace:\n");
508 for (y
= 0; y
< h
; y
++) {
509 for (x
= 0; x
< w
; x
++) {
510 printf("%3d", rectbyplace
[y
* w
+ x
]);
518 * Housekeeping. Look for rectangles whose number has only
519 * one candidate position left, and mark that square as
520 * known if it isn't already.
522 for (i
= 0; i
< nrects
; i
++) {
523 if (numbers
[i
].npoints
== 1) {
524 int x
= numbers
[i
].points
[0].x
;
525 int y
= numbers
[i
].points
[0].y
;
526 if (overlaps
[(i
* h
+ y
) * w
+ x
] >= -1) {
529 assert(overlaps
[(i
* h
+ y
) * w
+ x
] > 0);
530 #ifdef SOLVER_DIAGNOSTICS
531 printf("marking %d,%d as known for rect %d"
532 " (sole remaining number position)\n", x
, y
, i
);
535 for (j
= 0; j
< nrects
; j
++)
536 overlaps
[(j
* h
+ y
) * w
+ x
] = -1;
538 overlaps
[(i
* h
+ y
) * w
+ x
] = -2;
544 * Now look at the intersection of all possible placements
545 * for each rectangle, and mark all squares in that
546 * intersection as known for that rectangle if they aren't
549 for (i
= 0; i
< nrects
; i
++) {
550 int minx
, miny
, maxx
, maxy
, xx
, yy
, j
;
556 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
557 int x
= rectpositions
[i
].rects
[j
].x
;
558 int y
= rectpositions
[i
].rects
[j
].y
;
559 int w
= rectpositions
[i
].rects
[j
].w
;
560 int h
= rectpositions
[i
].rects
[j
].h
;
562 if (minx
< x
) minx
= x
;
563 if (miny
< y
) miny
= y
;
564 if (maxx
> x
+w
) maxx
= x
+w
;
565 if (maxy
> y
+h
) maxy
= y
+h
;
568 for (yy
= miny
; yy
< maxy
; yy
++)
569 for (xx
= minx
; xx
< maxx
; xx
++)
570 if (overlaps
[(i
* h
+ yy
) * w
+ xx
] >= -1) {
571 assert(overlaps
[(i
* h
+ yy
) * w
+ xx
] > 0);
572 #ifdef SOLVER_DIAGNOSTICS
573 printf("marking %d,%d as known for rect %d"
574 " (intersection of all placements)\n",
578 for (j
= 0; j
< nrects
; j
++)
579 overlaps
[(j
* h
+ yy
) * w
+ xx
] = -1;
581 overlaps
[(i
* h
+ yy
) * w
+ xx
] = -2;
586 * Rectangle-focused deduction. Look at each rectangle in
587 * turn and try to rule out some of its candidate
590 for (i
= 0; i
< nrects
; i
++) {
593 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
597 for (k
= 0; k
< nrects
; k
++)
600 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++) {
601 int y
= yy
+ rectpositions
[i
].rects
[j
].y
;
602 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++) {
603 int x
= xx
+ rectpositions
[i
].rects
[j
].x
;
605 if (overlaps
[(i
* h
+ y
) * w
+ x
] == -1) {
607 * This placement overlaps a square
608 * which is _known_ to be part of
609 * another rectangle. Therefore we must
612 #ifdef SOLVER_DIAGNOSTICS
613 printf("rect %d placement at %d,%d w=%d h=%d "
614 "contains %d,%d which is known-other\n", i
,
615 rectpositions
[i
].rects
[j
].x
,
616 rectpositions
[i
].rects
[j
].y
,
617 rectpositions
[i
].rects
[j
].w
,
618 rectpositions
[i
].rects
[j
].h
,
624 if (rectbyplace
[y
* w
+ x
] != -1) {
626 * This placement overlaps one of the
627 * candidate number placements for some
628 * rectangle. Count it.
630 workspace
[rectbyplace
[y
* w
+ x
]]++;
637 * If we haven't ruled this placement out
638 * already, see if it overlaps _all_ of the
639 * candidate number placements for any
640 * rectangle. If so, we can rule it out.
642 for (k
= 0; k
< nrects
; k
++)
643 if (k
!= i
&& workspace
[k
] == numbers
[k
].npoints
) {
644 #ifdef SOLVER_DIAGNOSTICS
645 printf("rect %d placement at %d,%d w=%d h=%d "
646 "contains all number points for rect %d\n",
648 rectpositions
[i
].rects
[j
].x
,
649 rectpositions
[i
].rects
[j
].y
,
650 rectpositions
[i
].rects
[j
].w
,
651 rectpositions
[i
].rects
[j
].h
,
659 * Failing that, see if it overlaps at least
660 * one of the candidate number placements for
661 * itself! (This might not be the case if one
662 * of those number placements has been removed
665 if (!del
&& workspace
[i
] == 0) {
666 #ifdef SOLVER_DIAGNOSTICS
667 printf("rect %d placement at %d,%d w=%d h=%d "
668 "contains none of its own number points\n",
670 rectpositions
[i
].rects
[j
].x
,
671 rectpositions
[i
].rects
[j
].y
,
672 rectpositions
[i
].rects
[j
].w
,
673 rectpositions
[i
].rects
[j
].h
);
680 remove_rect_placement(w
, h
, rectpositions
, overlaps
, i
, j
);
682 j
--; /* don't skip over next placement */
684 done_something
= TRUE
;
690 * Square-focused deduction. Look at each square not marked
691 * as known, and see if there are any which can only be
692 * part of a single rectangle.
696 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
697 /* Known squares are marked as <0 everywhere, so we only need
698 * to check the overlaps entry for rect 0. */
699 if (overlaps
[y
* w
+ x
] < 0)
700 continue; /* known already */
704 for (i
= 0; i
< nrects
; i
++)
705 if (overlaps
[(i
* h
+ y
) * w
+ x
] > 0)
712 * Now we can rule out all placements for
713 * rectangle `index' which _don't_ contain
716 #ifdef SOLVER_DIAGNOSTICS
717 printf("square %d,%d can only be in rectangle %d\n",
720 for (j
= 0; j
< rectpositions
[index
].n
; j
++) {
721 struct rect
*r
= &rectpositions
[index
].rects
[j
];
722 if (x
>= r
->x
&& x
< r
->x
+ r
->w
&&
723 y
>= r
->y
&& y
< r
->y
+ r
->h
)
724 continue; /* this one is OK */
725 remove_rect_placement(w
, h
, rectpositions
, overlaps
,
727 j
--; /* don't skip over next placement */
728 done_something
= TRUE
;
735 * If we've managed to deduce anything by normal means,
736 * loop round again and see if there's more to be done.
737 * Only if normal deduction has completely failed us should
738 * we now move on to narrowing down the possible number
745 * Now we have done everything we can with the current set
746 * of number placements. So we need to winnow the number
747 * placements so as to narrow down the possibilities. We do
748 * this by searching for a candidate placement (of _any_
749 * rectangle) which overlaps a candidate placement of the
750 * number for some other rectangle.
758 size_t nrpns
= 0, rpnsize
= 0;
761 for (i
= 0; i
< nrects
; i
++) {
762 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
765 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++) {
766 int y
= yy
+ rectpositions
[i
].rects
[j
].y
;
767 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++) {
768 int x
= xx
+ rectpositions
[i
].rects
[j
].x
;
770 if (rectbyplace
[y
* w
+ x
] >= 0 &&
771 rectbyplace
[y
* w
+ x
] != i
) {
773 * Add this to the list of
774 * winnowing possibilities.
776 if (nrpns
>= rpnsize
) {
777 rpnsize
= rpnsize
* 3 / 2 + 32;
778 rpns
= sresize(rpns
, rpnsize
, struct rpn
);
780 rpns
[nrpns
].rect
= i
;
781 rpns
[nrpns
].placement
= j
;
782 rpns
[nrpns
].number
= rectbyplace
[y
* w
+ x
];
791 #ifdef SOLVER_DIAGNOSTICS
792 printf("%d candidate rect placements we could eliminate\n", nrpns
);
796 * Now choose one of these unwanted rectangle
797 * placements, and eliminate it.
799 int index
= random_upto(rs
, nrpns
);
801 struct rpn rpn
= rpns
[index
];
808 r
= rectpositions
[i
].rects
[j
];
811 * We rule out placement j of rectangle i by means
812 * of removing all of rectangle k's candidate
813 * number placements which do _not_ overlap it.
814 * This will ensure that it is eliminated during
815 * the next pass of rectangle-focused deduction.
817 #ifdef SOLVER_DIAGNOSTICS
818 printf("ensuring number for rect %d is within"
819 " rect %d's placement at %d,%d w=%d h=%d\n",
820 k
, i
, r
.x
, r
.y
, r
.w
, r
.h
);
823 for (m
= 0; m
< numbers
[k
].npoints
; m
++) {
824 int x
= numbers
[k
].points
[m
].x
;
825 int y
= numbers
[k
].points
[m
].y
;
827 if (x
< r
.x
|| x
>= r
.x
+ r
.w
||
828 y
< r
.y
|| y
>= r
.y
+ r
.h
) {
829 #ifdef SOLVER_DIAGNOSTICS
830 printf("eliminating number for rect %d at %d,%d\n",
833 remove_number_placement(w
, h
, &numbers
[k
],
835 m
--; /* don't skip the next one */
836 done_something
= TRUE
;
842 if (!done_something
) {
843 #ifdef SOLVER_DIAGNOSTICS
844 printf("terminating deduction loop\n");
851 for (i
= 0; i
< nrects
; i
++) {
852 #ifdef SOLVER_DIAGNOSTICS
853 printf("rect %d has %d possible placements\n",
854 i
, rectpositions
[i
].n
);
856 assert(rectpositions
[i
].n
> 0);
857 if (rectpositions
[i
].n
> 1) {
859 } else if (hedge
&& vedge
) {
861 * Place the rectangle in its only possible position.
864 struct rect
*r
= &rectpositions
[i
].rects
[0];
866 for (y
= 0; y
< r
->h
; y
++) {
868 vedge
[(r
->y
+y
) * w
+ r
->x
] = 1;
870 vedge
[(r
->y
+y
) * w
+ r
->x
+r
->w
] = 1;
872 for (x
= 0; x
< r
->w
; x
++) {
874 hedge
[r
->y
* w
+ r
->x
+x
] = 1;
876 hedge
[(r
->y
+r
->h
) * w
+ r
->x
+x
] = 1;
882 * Free up all allocated storage.
887 for (i
= 0; i
< nrects
; i
++)
888 sfree(rectpositions
[i
].rects
);
889 sfree(rectpositions
);
894 /* ----------------------------------------------------------------------
895 * Grid generation code.
899 * This function does one of two things. If passed r==NULL, it
900 * counts the number of possible rectangles which cover the given
901 * square, and returns it in *n. If passed r!=NULL then it _reads_
902 * *n to find an index, counts the possible rectangles until it
903 * reaches the nth, and writes it into r.
905 * `scratch' is expected to point to an array of 2 * params->w
906 * ints, used internally as scratch space (and passed in like this
907 * to avoid re-allocating and re-freeing it every time round a
910 static void enum_rects(game_params
*params
, int *grid
, struct rect
*r
, int *n
,
911 int sx
, int sy
, int *scratch
)
915 int maxarea
, realmaxarea
;
920 * Maximum rectangle area is 1/6 of total grid size, unless
921 * this means we can't place any rectangles at all in which
922 * case we set it to 2 at minimum.
924 maxarea
= params
->w
* params
->h
/ 6;
929 * Scan the grid to find the limits of the region within which
930 * any rectangle containing this point must fall. This will
931 * save us trawling the inside of every rectangle later on to
932 * see if it contains any used squares.
935 bottom
= scratch
+ params
->w
;
936 for (dy
= -1; dy
<= +1; dy
+= 2) {
937 int *array
= (dy
== -1 ? top
: bottom
);
938 for (dx
= -1; dx
<= +1; dx
+= 2) {
939 for (x
= sx
; x
>= 0 && x
< params
->w
; x
+= dx
) {
940 array
[x
] = -2 * params
->h
* dy
;
941 for (y
= sy
; y
>= 0 && y
< params
->h
; y
+= dy
) {
942 if (index(params
, grid
, x
, y
) == -1 &&
943 (x
== sx
|| dy
*y
<= dy
*array
[x
-dx
]))
953 * Now scan again to work out the largest rectangles we can fit
954 * in the grid, so that we can terminate the following loops
955 * early once we get down to not having much space left in the
959 for (x
= 0; x
< params
->w
; x
++) {
962 rh
= bottom
[x
] - top
[x
] + 1;
964 continue; /* no rectangles can start here */
966 dx
= (x
> sx ?
-1 : +1);
967 for (x2
= x
; x2
>= 0 && x2
< params
->w
; x2
+= dx
)
968 if (bottom
[x2
] < bottom
[x
] || top
[x2
] > top
[x
])
972 if (realmaxarea
< rw
* rh
)
973 realmaxarea
= rw
* rh
;
976 if (realmaxarea
> maxarea
)
977 realmaxarea
= maxarea
;
980 * Rectangles which go right the way across the grid are
981 * boring, although they can't be helped in the case of
982 * extremely small grids. (Also they might be generated later
983 * on by the singleton-removal process; we can't help that.)
990 for (rw
= 1; rw
<= mw
; rw
++)
991 for (rh
= 1; rh
<= mh
; rh
++) {
992 if (rw
* rh
> realmaxarea
)
996 for (x
= max(sx
- rw
+ 1, 0); x
<= min(sx
, params
->w
- rw
); x
++)
997 for (y
= max(sy
- rh
+ 1, 0); y
<= min(sy
, params
->h
- rh
);
1000 * Check this rectangle against the region we
1003 if (top
[x
] <= y
&& top
[x
+rw
-1] <= y
&&
1004 bottom
[x
] >= y
+rh
-1 && bottom
[x
+rw
-1] >= y
+rh
-1) {
1005 if (r
&& index
== *n
) {
1021 static void place_rect(game_params
*params
, int *grid
, struct rect r
)
1023 int idx
= INDEX(params
, r
.x
, r
.y
);
1026 for (x
= r
.x
; x
< r
.x
+r
.w
; x
++)
1027 for (y
= r
.y
; y
< r
.y
+r
.h
; y
++) {
1028 index(params
, grid
, x
, y
) = idx
;
1030 #ifdef GENERATION_DIAGNOSTICS
1031 printf(" placing rectangle at (%d,%d) size %d x %d\n",
1032 r
.x
, r
.y
, r
.w
, r
.h
);
1036 static struct rect
find_rect(game_params
*params
, int *grid
, int x
, int y
)
1042 * Find the top left of the rectangle.
1044 idx
= index(params
, grid
, x
, y
);
1050 return r
; /* 1x1 singleton here */
1053 y
= idx
/ params
->w
;
1054 x
= idx
% params
->w
;
1057 * Find the width and height of the rectangle.
1060 (x
+w
< params
->w
&& index(params
,grid
,x
+w
,y
)==idx
);
1063 (y
+h
< params
->h
&& index(params
,grid
,x
,y
+h
)==idx
);
1074 #ifdef GENERATION_DIAGNOSTICS
1075 static void display_grid(game_params
*params
, int *grid
, int *numbers
, int all
)
1077 unsigned char *egrid
= snewn((params
->w
*2+3) * (params
->h
*2+3),
1080 int r
= (params
->w
*2+3);
1082 memset(egrid
, 0, (params
->w
*2+3) * (params
->h
*2+3));
1084 for (x
= 0; x
< params
->w
; x
++)
1085 for (y
= 0; y
< params
->h
; y
++) {
1086 int i
= index(params
, grid
, x
, y
);
1087 if (x
== 0 || index(params
, grid
, x
-1, y
) != i
)
1088 egrid
[(2*y
+2) * r
+ (2*x
+1)] = 1;
1089 if (x
== params
->w
-1 || index(params
, grid
, x
+1, y
) != i
)
1090 egrid
[(2*y
+2) * r
+ (2*x
+3)] = 1;
1091 if (y
== 0 || index(params
, grid
, x
, y
-1) != i
)
1092 egrid
[(2*y
+1) * r
+ (2*x
+2)] = 1;
1093 if (y
== params
->h
-1 || index(params
, grid
, x
, y
+1) != i
)
1094 egrid
[(2*y
+3) * r
+ (2*x
+2)] = 1;
1097 for (y
= 1; y
< 2*params
->h
+2; y
++) {
1098 for (x
= 1; x
< 2*params
->w
+2; x
++) {
1100 int k
= numbers ?
index(params
, numbers
, x
/2-1, y
/2-1) : 0;
1101 if (k
|| (all
&& numbers
)) printf("%2d", k
); else printf(" ");
1102 } else if (!((y
&x
)&1)) {
1103 int v
= egrid
[y
*r
+x
];
1104 if ((y
&1) && v
) v
= '-';
1105 if ((x
&1) && v
) v
= '|';
1108 if (!(x
&1)) putchar(v
);
1111 if (egrid
[y
*r
+(x
+1)]) d
|= 1;
1112 if (egrid
[(y
-1)*r
+x
]) d
|= 2;
1113 if (egrid
[y
*r
+(x
-1)]) d
|= 4;
1114 if (egrid
[(y
+1)*r
+x
]) d
|= 8;
1115 c
= " ??+?-++?+|+++++"[d
];
1117 if (!(x
&1)) putchar(c
);
1127 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1128 char **aux
, int interactive
)
1130 int *grid
, *numbers
= NULL
;
1131 int x
, y
, y2
, y2last
, yx
, run
, i
, nsquares
;
1133 int *enum_rects_scratch
;
1134 game_params params2real
, *params2
= ¶ms2real
;
1138 * Set up the smaller width and height which we will use to
1139 * generate the base grid.
1141 params2
->w
= params
->w
/ (1.0F
+ params
->expandfactor
);
1142 if (params2
->w
< 2 && params
->w
>= 2) params2
->w
= 2;
1143 params2
->h
= params
->h
/ (1.0F
+ params
->expandfactor
);
1144 if (params2
->h
< 2 && params
->h
>= 2) params2
->h
= 2;
1146 grid
= snewn(params2
->w
* params2
->h
, int);
1148 enum_rects_scratch
= snewn(2 * params2
->w
, int);
1151 for (y
= 0; y
< params2
->h
; y
++)
1152 for (x
= 0; x
< params2
->w
; x
++) {
1153 index(params2
, grid
, x
, y
) = -1;
1158 * Place rectangles until we can't any more. We do this by
1159 * finding a square we haven't yet covered, and randomly
1160 * choosing a rectangle to cover it.
1163 while (nsquares
> 0) {
1164 int square
= random_upto(rs
, nsquares
);
1170 for (y
= 0; y
< params2
->h
; y
++) {
1171 for (x
= 0; x
< params2
->w
; x
++) {
1172 if (index(params2
, grid
, x
, y
) == -1 && square
-- == 0)
1178 assert(x
< params2
->w
&& y
< params2
->h
);
1181 * Now see how many rectangles fit around this one.
1183 enum_rects(params2
, grid
, NULL
, &n
, x
, y
, enum_rects_scratch
);
1187 * There are no possible rectangles covering this
1188 * square, meaning it must be a singleton. Mark it
1189 * -2 so we know not to keep trying.
1191 index(params2
, grid
, x
, y
) = -2;
1195 * Pick one at random.
1197 n
= random_upto(rs
, n
);
1198 enum_rects(params2
, grid
, &r
, &n
, x
, y
, enum_rects_scratch
);
1203 place_rect(params2
, grid
, r
);
1204 nsquares
-= r
.w
* r
.h
;
1208 sfree(enum_rects_scratch
);
1211 * Deal with singleton spaces remaining in the grid, one by
1214 * We do this by making a local change to the layout. There are
1215 * several possibilities:
1217 * +-----+-----+ Here, we can remove the singleton by
1218 * | | | extending the 1x2 rectangle below it
1219 * +--+--+-----+ into a 1x3.
1227 * +--+--+--+ Here, that trick doesn't work: there's no
1228 * | | | 1 x n rectangle with the singleton at one
1229 * | | | end. Instead, we extend a 1 x n rectangle
1230 * | | | _out_ from the singleton, shaving a layer
1231 * +--+--+ | off the end of another rectangle. So if we
1232 * | | | | extended up, we'd make our singleton part
1233 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
1234 * | | | used to be; or we could extend right into
1235 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
1237 * +-----+--+ Here, we can't even do _that_, since any
1238 * | | | direction we choose to extend the singleton
1239 * +--+--+ | will produce a new singleton as a result of
1240 * | | | | truncating one of the size-2 rectangles.
1241 * | +--+--+ Fortunately, this case can _only_ occur when
1242 * | | | a singleton is surrounded by four size-2s
1243 * +--+-----+ in this fashion; so instead we can simply
1244 * replace the whole section with a single 3x3.
1246 for (x
= 0; x
< params2
->w
; x
++) {
1247 for (y
= 0; y
< params2
->h
; y
++) {
1248 if (index(params2
, grid
, x
, y
) < 0) {
1251 #ifdef GENERATION_DIAGNOSTICS
1252 display_grid(params2
, grid
, NULL
, FALSE
);
1253 printf("singleton at %d,%d\n", x
, y
);
1257 * Check in which directions we can feasibly extend
1258 * the singleton. We can extend in a particular
1259 * direction iff either:
1261 * - the rectangle on that side of the singleton
1262 * is not 2x1, and we are at one end of the edge
1263 * of it we are touching
1265 * - it is 2x1 but we are on its short side.
1267 * FIXME: we could plausibly choose between these
1268 * based on the sizes of the rectangles they would
1272 if (x
< params2
->w
-1) {
1273 struct rect r
= find_rect(params2
, grid
, x
+1, y
);
1274 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
1275 dirs
[ndirs
++] = 1; /* right */
1278 struct rect r
= find_rect(params2
, grid
, x
, y
-1);
1279 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
1280 dirs
[ndirs
++] = 2; /* up */
1283 struct rect r
= find_rect(params2
, grid
, x
-1, y
);
1284 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
1285 dirs
[ndirs
++] = 4; /* left */
1287 if (y
< params2
->h
-1) {
1288 struct rect r
= find_rect(params2
, grid
, x
, y
+1);
1289 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
1290 dirs
[ndirs
++] = 8; /* down */
1297 which
= random_upto(rs
, ndirs
);
1302 assert(x
< params2
->w
+1);
1303 #ifdef GENERATION_DIAGNOSTICS
1304 printf("extending right\n");
1306 r1
= find_rect(params2
, grid
, x
+1, y
);
1317 #ifdef GENERATION_DIAGNOSTICS
1318 printf("extending up\n");
1320 r1
= find_rect(params2
, grid
, x
, y
-1);
1331 #ifdef GENERATION_DIAGNOSTICS
1332 printf("extending left\n");
1334 r1
= find_rect(params2
, grid
, x
-1, y
);
1344 assert(y
< params2
->h
+1);
1345 #ifdef GENERATION_DIAGNOSTICS
1346 printf("extending down\n");
1348 r1
= find_rect(params2
, grid
, x
, y
+1);
1357 default: /* should never happen */
1358 assert(!"invalid direction");
1360 if (r1
.h
> 0 && r1
.w
> 0)
1361 place_rect(params2
, grid
, r1
);
1362 place_rect(params2
, grid
, r2
);
1366 * Sanity-check that there really is a 3x3
1367 * rectangle surrounding this singleton and it
1368 * contains absolutely everything we could
1373 assert(x
> 0 && x
< params2
->w
-1);
1374 assert(y
> 0 && y
< params2
->h
-1);
1376 for (xx
= x
-1; xx
<= x
+1; xx
++)
1377 for (yy
= y
-1; yy
<= y
+1; yy
++) {
1378 struct rect r
= find_rect(params2
,grid
,xx
,yy
);
1381 assert(r
.x
+r
.w
-1 <= x
+1);
1382 assert(r
.y
+r
.h
-1 <= y
+1);
1387 #ifdef GENERATION_DIAGNOSTICS
1388 printf("need the 3x3 trick\n");
1392 * FIXME: If the maximum rectangle area for
1393 * this grid is less than 9, we ought to
1394 * subdivide the 3x3 in some fashion. There are
1395 * five other possibilities:
1398 * - a 4, a 3 and a 2
1400 * - a 3 and three 2s (two different arrangements).
1408 place_rect(params2
, grid
, r
);
1416 * We have now constructed a grid of the size specified in
1417 * params2. Now we extend it into a grid of the size specified
1418 * in params. We do this in two passes: we extend it vertically
1419 * until it's the right height, then we transpose it, then
1420 * extend it vertically again (getting it effectively the right
1421 * width), then finally transpose again.
1423 for (i
= 0; i
< 2; i
++) {
1424 int *grid2
, *expand
, *where
;
1425 game_params params3real
, *params3
= ¶ms3real
;
1427 #ifdef GENERATION_DIAGNOSTICS
1428 printf("before expansion:\n");
1429 display_grid(params2
, grid
, NULL
, TRUE
);
1433 * Set up the new grid.
1435 grid2
= snewn(params2
->w
* params
->h
, int);
1436 expand
= snewn(params2
->h
-1, int);
1437 where
= snewn(params2
->w
, int);
1438 params3
->w
= params2
->w
;
1439 params3
->h
= params
->h
;
1442 * Decide which horizontal edges are going to get expanded,
1445 for (y
= 0; y
< params2
->h
-1; y
++)
1447 for (y
= params2
->h
; y
< params
->h
; y
++) {
1448 x
= random_upto(rs
, params2
->h
-1);
1452 #ifdef GENERATION_DIAGNOSTICS
1453 printf("expand[] = {");
1454 for (y
= 0; y
< params2
->h
-1; y
++)
1455 printf(" %d", expand
[y
]);
1460 * Perform the expansion. The way this works is that we
1463 * - copy a row from grid into grid2
1465 * - invent some number of additional rows in grid2 where
1466 * there was previously only a horizontal line between
1467 * rows in grid, and make random decisions about where
1468 * among these to place each rectangle edge that ran
1471 for (y
= y2
= y2last
= 0; y
< params2
->h
; y
++) {
1473 * Copy a single line from row y of grid into row y2 of
1476 for (x
= 0; x
< params2
->w
; x
++) {
1477 int val
= index(params2
, grid
, x
, y
);
1478 if (val
/ params2
->w
== y
&& /* rect starts on this line */
1479 (y2
== 0 || /* we're at the very top, or... */
1480 index(params3
, grid2
, x
, y2
-1) / params3
->w
< y2last
1481 /* this rect isn't already started */))
1482 index(params3
, grid2
, x
, y2
) =
1483 INDEX(params3
, val
% params2
->w
, y2
);
1485 index(params3
, grid2
, x
, y2
) =
1486 index(params3
, grid2
, x
, y2
-1);
1490 * If that was the last line, terminate the loop early.
1492 if (++y2
== params3
->h
)
1498 * Invent some number of additional lines. First walk
1499 * along this line working out where to put all the
1500 * edges that coincide with it.
1503 for (x
= 0; x
< params2
->w
; x
++) {
1504 if (index(params2
, grid
, x
, y
) !=
1505 index(params2
, grid
, x
, y
+1)) {
1507 * This is a horizontal edge, so it needs
1511 (index(params2
, grid
, x
-1, y
) !=
1512 index(params2
, grid
, x
, y
) &&
1513 index(params2
, grid
, x
-1, y
+1) !=
1514 index(params2
, grid
, x
, y
+1))) {
1516 * Here we have the chance to make a new
1519 yx
= random_upto(rs
, expand
[y
]+1);
1522 * Here we just reuse the previous value of
1531 for (yx
= 0; yx
< expand
[y
]; yx
++) {
1533 * Invent a single row. For each square in the row,
1534 * we copy the grid entry from the square above it,
1535 * unless we're starting the new rectangle here.
1537 for (x
= 0; x
< params2
->w
; x
++) {
1538 if (yx
== where
[x
]) {
1539 int val
= index(params2
, grid
, x
, y
+1);
1541 val
= INDEX(params3
, val
, y2
);
1542 index(params3
, grid2
, x
, y2
) = val
;
1544 index(params3
, grid2
, x
, y2
) =
1545 index(params3
, grid2
, x
, y2
-1);
1555 #ifdef GENERATION_DIAGNOSTICS
1556 printf("after expansion:\n");
1557 display_grid(params3
, grid2
, NULL
, TRUE
);
1562 params2
->w
= params3
->h
;
1563 params2
->h
= params3
->w
;
1565 grid
= snewn(params2
->w
* params2
->h
, int);
1566 for (x
= 0; x
< params2
->w
; x
++)
1567 for (y
= 0; y
< params2
->h
; y
++) {
1568 int idx1
= INDEX(params2
, x
, y
);
1569 int idx2
= INDEX(params3
, y
, x
);
1573 tmp
= (tmp
% params3
->w
) * params2
->w
+ (tmp
/ params3
->w
);
1582 params
->w
= params
->h
;
1586 #ifdef GENERATION_DIAGNOSTICS
1587 printf("after transposition:\n");
1588 display_grid(params2
, grid
, NULL
, TRUE
);
1593 * Run the solver to narrow down the possible number
1597 struct numberdata
*nd
;
1598 int nnumbers
, i
, ret
;
1600 /* Count the rectangles. */
1602 for (y
= 0; y
< params
->h
; y
++) {
1603 for (x
= 0; x
< params
->w
; x
++) {
1604 int idx
= INDEX(params
, x
, y
);
1605 if (index(params
, grid
, x
, y
) == idx
)
1610 nd
= snewn(nnumbers
, struct numberdata
);
1612 /* Now set up each number's candidate position list. */
1614 for (y
= 0; y
< params
->h
; y
++) {
1615 for (x
= 0; x
< params
->w
; x
++) {
1616 int idx
= INDEX(params
, x
, y
);
1617 if (index(params
, grid
, x
, y
) == idx
) {
1618 struct rect r
= find_rect(params
, grid
, x
, y
);
1621 nd
[i
].area
= r
.w
* r
.h
;
1622 nd
[i
].npoints
= nd
[i
].area
;
1623 nd
[i
].points
= snewn(nd
[i
].npoints
, struct point
);
1625 for (j
= 0; j
< r
.h
; j
++)
1626 for (k
= 0; k
< r
.w
; k
++) {
1627 nd
[i
].points
[m
].x
= k
+ r
.x
;
1628 nd
[i
].points
[m
].y
= j
+ r
.y
;
1631 assert(m
== nd
[i
].npoints
);
1639 ret
= rect_solver(params
->w
, params
->h
, nnumbers
, nd
,
1642 ret
= TRUE
; /* allow any number placement at all */
1646 * Now place the numbers according to the solver's
1649 numbers
= snewn(params
->w
* params
->h
, int);
1651 for (y
= 0; y
< params
->h
; y
++)
1652 for (x
= 0; x
< params
->w
; x
++) {
1653 index(params
, numbers
, x
, y
) = 0;
1656 for (i
= 0; i
< nnumbers
; i
++) {
1657 int idx
= random_upto(rs
, nd
[i
].npoints
);
1658 int x
= nd
[i
].points
[idx
].x
;
1659 int y
= nd
[i
].points
[idx
].y
;
1660 index(params
,numbers
,x
,y
) = nd
[i
].area
;
1667 for (i
= 0; i
< nnumbers
; i
++)
1668 sfree(nd
[i
].points
);
1672 * If we've succeeded, then terminate the loop.
1679 * Give up and go round again.
1685 * Store the solution in aux.
1691 len
= 2 + (params
->w
-1)*params
->h
+ (params
->h
-1)*params
->w
;
1692 ai
= snewn(len
, char);
1698 for (y
= 0; y
< params
->h
; y
++)
1699 for (x
= 1; x
< params
->w
; x
++)
1700 *p
++ = (index(params
, grid
, x
, y
) !=
1701 index(params
, grid
, x
-1, y
) ?
'1' : '0');
1703 for (y
= 1; y
< params
->h
; y
++)
1704 for (x
= 0; x
< params
->w
; x
++)
1705 *p
++ = (index(params
, grid
, x
, y
) !=
1706 index(params
, grid
, x
, y
-1) ?
'1' : '0');
1708 assert(p
- ai
== len
-1);
1714 #ifdef GENERATION_DIAGNOSTICS
1715 display_grid(params
, grid
, numbers
, FALSE
);
1718 desc
= snewn(11 * params
->w
* params
->h
, char);
1721 for (i
= 0; i
<= params
->w
* params
->h
; i
++) {
1722 int n
= (i
< params
->w
* params
->h ? numbers
[i
] : -1);
1729 int c
= 'a' - 1 + run
;
1733 run
-= c
- ('a' - 1);
1737 * If there's a number in the very top left or
1738 * bottom right, there's no point putting an
1739 * unnecessary _ before or after it.
1741 if (p
> desc
&& n
> 0)
1745 p
+= sprintf(p
, "%d", n
);
1757 static char *validate_desc(game_params
*params
, char *desc
)
1759 int area
= params
->w
* params
->h
;
1764 if (n
>= 'a' && n
<= 'z') {
1765 squares
+= n
- 'a' + 1;
1766 } else if (n
== '_') {
1768 } else if (n
> '0' && n
<= '9') {
1770 while (*desc
>= '0' && *desc
<= '9')
1773 return "Invalid character in game description";
1777 return "Not enough data to fill grid";
1780 return "Too much data to fit in grid";
1785 static unsigned char *get_correct(game_state
*state
)
1790 ret
= snewn(state
->w
* state
->h
, unsigned char);
1791 memset(ret
, 0xFF, state
->w
* state
->h
);
1793 for (x
= 0; x
< state
->w
; x
++)
1794 for (y
= 0; y
< state
->h
; y
++)
1795 if (index(state
,ret
,x
,y
) == 0xFF) {
1798 int num
, area
, valid
;
1801 * Find a rectangle starting at this point.
1804 while (x
+rw
< state
->w
&& !vedge(state
,x
+rw
,y
))
1807 while (y
+rh
< state
->h
&& !hedge(state
,x
,y
+rh
))
1811 * We know what the dimensions of the rectangle
1812 * should be if it's there at all. Find out if we
1813 * really have a valid rectangle.
1816 /* Check the horizontal edges. */
1817 for (xx
= x
; xx
< x
+rw
; xx
++) {
1818 for (yy
= y
; yy
<= y
+rh
; yy
++) {
1819 int e
= !HRANGE(state
,xx
,yy
) || hedge(state
,xx
,yy
);
1820 int ec
= (yy
== y
|| yy
== y
+rh
);
1825 /* Check the vertical edges. */
1826 for (yy
= y
; yy
< y
+rh
; yy
++) {
1827 for (xx
= x
; xx
<= x
+rw
; xx
++) {
1828 int e
= !VRANGE(state
,xx
,yy
) || vedge(state
,xx
,yy
);
1829 int ec
= (xx
== x
|| xx
== x
+rw
);
1836 * If this is not a valid rectangle with no other
1837 * edges inside it, we just mark this square as not
1838 * complete and proceed to the next square.
1841 index(state
, ret
, x
, y
) = 0;
1846 * We have a rectangle. Now see what its area is,
1847 * and how many numbers are in it.
1851 for (xx
= x
; xx
< x
+rw
; xx
++) {
1852 for (yy
= y
; yy
< y
+rh
; yy
++) {
1854 if (grid(state
,xx
,yy
)) {
1856 valid
= FALSE
; /* two numbers */
1857 num
= grid(state
,xx
,yy
);
1865 * Now fill in the whole rectangle based on the
1868 for (xx
= x
; xx
< x
+rw
; xx
++) {
1869 for (yy
= y
; yy
< y
+rh
; yy
++) {
1870 index(state
, ret
, xx
, yy
) = valid
;
1878 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1880 game_state
*state
= snew(game_state
);
1883 state
->w
= params
->w
;
1884 state
->h
= params
->h
;
1886 area
= state
->w
* state
->h
;
1888 state
->grid
= snewn(area
, int);
1889 state
->vedge
= snewn(area
, unsigned char);
1890 state
->hedge
= snewn(area
, unsigned char);
1891 state
->completed
= state
->cheated
= FALSE
;
1896 if (n
>= 'a' && n
<= 'z') {
1897 int run
= n
- 'a' + 1;
1898 assert(i
+ run
<= area
);
1900 state
->grid
[i
++] = 0;
1901 } else if (n
== '_') {
1903 } else if (n
> '0' && n
<= '9') {
1905 state
->grid
[i
++] = atoi(desc
-1);
1906 while (*desc
>= '0' && *desc
<= '9')
1909 assert(!"We can't get here");
1914 for (y
= 0; y
< state
->h
; y
++)
1915 for (x
= 0; x
< state
->w
; x
++)
1916 vedge(state
,x
,y
) = hedge(state
,x
,y
) = 0;
1918 state
->correct
= get_correct(state
);
1923 static game_state
*dup_game(game_state
*state
)
1925 game_state
*ret
= snew(game_state
);
1930 ret
->vedge
= snewn(state
->w
* state
->h
, unsigned char);
1931 ret
->hedge
= snewn(state
->w
* state
->h
, unsigned char);
1932 ret
->grid
= snewn(state
->w
* state
->h
, int);
1933 ret
->correct
= snewn(ret
->w
* ret
->h
, unsigned char);
1935 ret
->completed
= state
->completed
;
1936 ret
->cheated
= state
->cheated
;
1938 memcpy(ret
->grid
, state
->grid
, state
->w
* state
->h
* sizeof(int));
1939 memcpy(ret
->vedge
, state
->vedge
, state
->w
*state
->h
*sizeof(unsigned char));
1940 memcpy(ret
->hedge
, state
->hedge
, state
->w
*state
->h
*sizeof(unsigned char));
1942 memcpy(ret
->correct
, state
->correct
, state
->w
*state
->h
*sizeof(unsigned char));
1947 static void free_game(game_state
*state
)
1950 sfree(state
->vedge
);
1951 sfree(state
->hedge
);
1952 sfree(state
->correct
);
1956 static char *solve_game(game_state
*state
, game_state
*currstate
,
1957 char *ai
, char **error
)
1959 unsigned char *vedge
, *hedge
;
1963 struct numberdata
*nd
;
1969 * Attempt the in-built solver.
1972 /* Set up each number's (very short) candidate position list. */
1973 for (i
= n
= 0; i
< state
->h
* state
->w
; i
++)
1977 nd
= snewn(n
, struct numberdata
);
1979 for (i
= j
= 0; i
< state
->h
* state
->w
; i
++)
1980 if (state
->grid
[i
]) {
1981 nd
[j
].area
= state
->grid
[i
];
1983 nd
[j
].points
= snewn(1, struct point
);
1984 nd
[j
].points
[0].x
= i
% state
->w
;
1985 nd
[j
].points
[0].y
= i
/ state
->w
;
1991 vedge
= snewn(state
->w
* state
->h
, unsigned char);
1992 hedge
= snewn(state
->w
* state
->h
, unsigned char);
1993 memset(vedge
, 0, state
->w
* state
->h
);
1994 memset(hedge
, 0, state
->w
* state
->h
);
1996 rect_solver(state
->w
, state
->h
, n
, nd
, hedge
, vedge
, NULL
);
2001 for (i
= 0; i
< n
; i
++)
2002 sfree(nd
[i
].points
);
2005 len
= 2 + (state
->w
-1)*state
->h
+ (state
->h
-1)*state
->w
;
2006 ret
= snewn(len
, char);
2010 for (y
= 0; y
< state
->h
; y
++)
2011 for (x
= 1; x
< state
->w
; x
++)
2012 *p
++ = vedge
[y
*state
->w
+x
] ?
'1' : '0';
2013 for (y
= 1; y
< state
->h
; y
++)
2014 for (x
= 0; x
< state
->w
; x
++)
2015 *p
++ = hedge
[y
*state
->w
+x
] ?
'1' : '0';
2017 assert(p
- ret
== len
);
2025 static char *game_text_format(game_state
*state
)
2027 char *ret
, *p
, buf
[80];
2028 int i
, x
, y
, col
, maxlen
;
2031 * First determine the number of spaces required to display a
2032 * number. We'll use at least two, because one looks a bit
2036 for (i
= 0; i
< state
->w
* state
->h
; i
++) {
2037 x
= sprintf(buf
, "%d", state
->grid
[i
]);
2038 if (col
< x
) col
= x
;
2042 * Now we know the exact total size of the grid we're going to
2043 * produce: it's got 2*h+1 rows, each containing w lots of col,
2044 * w+1 boundary characters and a trailing newline.
2046 maxlen
= (2*state
->h
+1) * (state
->w
* (col
+1) + 2);
2048 ret
= snewn(maxlen
+1, char);
2051 for (y
= 0; y
<= 2*state
->h
; y
++) {
2052 for (x
= 0; x
<= 2*state
->w
; x
++) {
2057 int v
= grid(state
, x
/2, y
/2);
2059 sprintf(buf
, "%*d", col
, v
);
2061 sprintf(buf
, "%*s", col
, "");
2062 memcpy(p
, buf
, col
);
2066 * Display a horizontal edge or nothing.
2068 int h
= (y
==0 || y
==2*state
->h ?
1 :
2069 HRANGE(state
, x
/2, y
/2) && hedge(state
, x
/2, y
/2));
2075 for (i
= 0; i
< col
; i
++)
2079 * Display a vertical edge or nothing.
2081 int v
= (x
==0 || x
==2*state
->w ?
1 :
2082 VRANGE(state
, x
/2, y
/2) && vedge(state
, x
/2, y
/2));
2089 * Display a corner, or a vertical edge, or a
2090 * horizontal edge, or nothing.
2092 int hl
= (y
==0 || y
==2*state
->h ?
1 :
2093 HRANGE(state
, (x
-1)/2, y
/2) && hedge(state
, (x
-1)/2, y
/2));
2094 int hr
= (y
==0 || y
==2*state
->h ?
1 :
2095 HRANGE(state
, (x
+1)/2, y
/2) && hedge(state
, (x
+1)/2, y
/2));
2096 int vu
= (x
==0 || x
==2*state
->w ?
1 :
2097 VRANGE(state
, x
/2, (y
-1)/2) && vedge(state
, x
/2, (y
-1)/2));
2098 int vd
= (x
==0 || x
==2*state
->w ?
1 :
2099 VRANGE(state
, x
/2, (y
+1)/2) && vedge(state
, x
/2, (y
+1)/2));
2100 if (!hl
&& !hr
&& !vu
&& !vd
)
2102 else if (hl
&& hr
&& !vu
&& !vd
)
2104 else if (!hl
&& !hr
&& vu
&& vd
)
2113 assert(p
- ret
== maxlen
);
2120 * These coordinates are 2 times the obvious grid coordinates.
2121 * Hence, the top left of the grid is (0,0), the grid point to
2122 * the right of that is (2,0), the one _below that_ is (2,2)
2123 * and so on. This is so that we can specify a drag start point
2124 * on an edge (one odd coordinate) or in the middle of a square
2125 * (two odd coordinates) rather than always at a corner.
2127 * -1,-1 means no drag is in progress.
2134 * This flag is set as soon as a dragging action moves the
2135 * mouse pointer away from its starting point, so that even if
2136 * the pointer _returns_ to its starting point the action is
2137 * treated as a small drag rather than a click.
2141 * These are the co-ordinates of the top-left and bottom-right squares
2142 * in the drag box, respectively, or -1 otherwise.
2150 static game_ui
*new_ui(game_state
*state
)
2152 game_ui
*ui
= snew(game_ui
);
2153 ui
->drag_start_x
= -1;
2154 ui
->drag_start_y
= -1;
2155 ui
->drag_end_x
= -1;
2156 ui
->drag_end_y
= -1;
2157 ui
->dragged
= FALSE
;
2165 static void free_ui(game_ui
*ui
)
2170 static char *encode_ui(game_ui
*ui
)
2175 static void decode_ui(game_ui
*ui
, char *encoding
)
2179 static void coord_round(float x
, float y
, int *xr
, int *yr
)
2181 float xs
, ys
, xv
, yv
, dx
, dy
, dist
;
2184 * Find the nearest square-centre.
2186 xs
= (float)floor(x
) + 0.5F
;
2187 ys
= (float)floor(y
) + 0.5F
;
2190 * And find the nearest grid vertex.
2192 xv
= (float)floor(x
+ 0.5F
);
2193 yv
= (float)floor(y
+ 0.5F
);
2196 * We allocate clicks in parts of the grid square to either
2197 * corners, edges or square centres, as follows:
2213 * In other words: we measure the square distance (i.e.
2214 * max(dx,dy)) from the click to the nearest corner, and if
2215 * it's within CORNER_TOLERANCE then we return a corner click.
2216 * We measure the square distance from the click to the nearest
2217 * centre, and if that's within CENTRE_TOLERANCE we return a
2218 * centre click. Failing that, we find which of the two edge
2219 * centres is nearer to the click and return that edge.
2223 * Check for corner click.
2225 dx
= (float)fabs(x
- xv
);
2226 dy
= (float)fabs(y
- yv
);
2227 dist
= (dx
> dy ? dx
: dy
);
2228 if (dist
< CORNER_TOLERANCE
) {
2233 * Check for centre click.
2235 dx
= (float)fabs(x
- xs
);
2236 dy
= (float)fabs(y
- ys
);
2237 dist
= (dx
> dy ? dx
: dy
);
2238 if (dist
< CENTRE_TOLERANCE
) {
2239 *xr
= 1 + 2 * (int)xs
;
2240 *yr
= 1 + 2 * (int)ys
;
2243 * Failing both of those, see which edge we're closer to.
2244 * Conveniently, this is simply done by testing the relative
2245 * magnitude of dx and dy (which are currently distances from
2246 * the square centre).
2249 /* Vertical edge: x-coord of corner,
2250 * y-coord of square centre. */
2252 *yr
= 1 + 2 * (int)floor(ys
);
2254 /* Horizontal edge: x-coord of square centre,
2255 * y-coord of corner. */
2256 *xr
= 1 + 2 * (int)floor(xs
);
2264 * Returns TRUE if it has made any change to the grid.
2266 static int grid_draw_rect(game_state
*state
,
2267 unsigned char *hedge
, unsigned char *vedge
,
2269 int x1
, int y1
, int x2
, int y2
)
2272 int changed
= FALSE
;
2275 * Draw horizontal edges of rectangles.
2277 for (x
= x1
; x
< x2
; x
++)
2278 for (y
= y1
; y
<= y2
; y
++)
2279 if (HRANGE(state
,x
,y
)) {
2280 int val
= index(state
,hedge
,x
,y
);
2281 if (y
== y1
|| y
== y2
)
2285 changed
= changed
|| (index(state
,hedge
,x
,y
) != val
);
2287 index(state
,hedge
,x
,y
) = val
;
2291 * Draw vertical edges of rectangles.
2293 for (y
= y1
; y
< y2
; y
++)
2294 for (x
= x1
; x
<= x2
; x
++)
2295 if (VRANGE(state
,x
,y
)) {
2296 int val
= index(state
,vedge
,x
,y
);
2297 if (x
== x1
|| x
== x2
)
2301 changed
= changed
|| (index(state
,vedge
,x
,y
) != val
);
2303 index(state
,vedge
,x
,y
) = val
;
2309 static int ui_draw_rect(game_state
*state
, game_ui
*ui
,
2310 unsigned char *hedge
, unsigned char *vedge
, int c
,
2313 return grid_draw_rect(state
, hedge
, vedge
, c
, really
,
2314 ui
->x1
, ui
->y1
, ui
->x2
, ui
->y2
);
2317 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
2318 game_state
*newstate
)
2322 struct game_drawstate
{
2325 unsigned long *visible
;
2328 static char *interpret_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
2329 int x
, int y
, int button
)
2332 int startdrag
= FALSE
, enddrag
= FALSE
, active
= FALSE
;
2335 button
&= ~MOD_MASK
;
2337 if (button
== LEFT_BUTTON
) {
2339 } else if (button
== LEFT_RELEASE
) {
2341 } else if (button
!= LEFT_DRAG
) {
2345 coord_round(FROMCOORD((float)x
), FROMCOORD((float)y
), &xc
, &yc
);
2348 xc
>= 0 && xc
<= 2*from
->w
&&
2349 yc
>= 0 && yc
<= 2*from
->h
) {
2351 ui
->drag_start_x
= xc
;
2352 ui
->drag_start_y
= yc
;
2353 ui
->drag_end_x
= xc
;
2354 ui
->drag_end_y
= yc
;
2355 ui
->dragged
= FALSE
;
2359 if (ui
->drag_start_x
>= 0 &&
2360 (xc
!= ui
->drag_end_x
|| yc
!= ui
->drag_end_y
)) {
2363 ui
->drag_end_x
= xc
;
2364 ui
->drag_end_y
= yc
;
2368 if (xc
>= 0 && xc
<= 2*from
->w
&&
2369 yc
>= 0 && yc
<= 2*from
->h
) {
2370 ui
->x1
= ui
->drag_start_x
;
2371 ui
->x2
= ui
->drag_end_x
;
2372 if (ui
->x2
< ui
->x1
) { t
= ui
->x1
; ui
->x1
= ui
->x2
; ui
->x2
= t
; }
2374 ui
->y1
= ui
->drag_start_y
;
2375 ui
->y2
= ui
->drag_end_y
;
2376 if (ui
->y2
< ui
->y1
) { t
= ui
->y1
; ui
->y1
= ui
->y2
; ui
->y2
= t
; }
2378 ui
->x1
= ui
->x1
/ 2; /* rounds down */
2379 ui
->x2
= (ui
->x2
+1) / 2; /* rounds up */
2380 ui
->y1
= ui
->y1
/ 2; /* rounds down */
2381 ui
->y2
= (ui
->y2
+1) / 2; /* rounds up */
2392 if (enddrag
&& (ui
->drag_start_x
>= 0)) {
2393 if (xc
>= 0 && xc
<= 2*from
->w
&&
2394 yc
>= 0 && yc
<= 2*from
->h
) {
2397 if (ui_draw_rect(from
, ui
, from
->hedge
,
2398 from
->vedge
, 1, FALSE
)) {
2399 sprintf(buf
, "R%d,%d,%d,%d",
2400 ui
->x1
, ui
->y1
, ui
->x2
- ui
->x1
, ui
->y2
- ui
->y1
);
2404 if ((xc
& 1) && !(yc
& 1) && HRANGE(from
,xc
/2,yc
/2)) {
2405 sprintf(buf
, "H%d,%d", xc
/2, yc
/2);
2408 if ((yc
& 1) && !(xc
& 1) && VRANGE(from
,xc
/2,yc
/2)) {
2409 sprintf(buf
, "V%d,%d", xc
/2, yc
/2);
2415 ui
->drag_start_x
= -1;
2416 ui
->drag_start_y
= -1;
2417 ui
->drag_end_x
= -1;
2418 ui
->drag_end_y
= -1;
2423 ui
->dragged
= FALSE
;
2428 return ret
; /* a move has been made */
2430 return ""; /* UI activity has occurred */
2435 static game_state
*execute_move(game_state
*from
, char *move
)
2438 int x1
, y1
, x2
, y2
, mode
;
2440 if (move
[0] == 'S') {
2444 ret
= dup_game(from
);
2445 ret
->cheated
= TRUE
;
2447 for (y
= 0; y
< ret
->h
; y
++)
2448 for (x
= 1; x
< ret
->w
; x
++) {
2449 vedge(ret
, x
, y
) = (*p
== '1');
2452 for (y
= 1; y
< ret
->h
; y
++)
2453 for (x
= 0; x
< ret
->w
; x
++) {
2454 hedge(ret
, x
, y
) = (*p
== '1');
2458 sfree(ret
->correct
);
2459 ret
->correct
= get_correct(ret
);
2463 } else if (move
[0] == 'R' &&
2464 sscanf(move
+1, "%d,%d,%d,%d", &x1
, &y1
, &x2
, &y2
) == 4 &&
2465 x1
>= 0 && x2
>= 0 && x1
+x2
<= from
->w
&&
2466 y1
>= 0 && y2
>= 0 && y1
+y2
<= from
->h
) {
2470 } else if ((move
[0] == 'H' || move
[0] == 'V') &&
2471 sscanf(move
+1, "%d,%d", &x1
, &y1
) == 2 &&
2472 (move
[0] == 'H' ?
HRANGE(from
, x1
, y1
) :
2473 VRANGE(from
, x1
, y1
))) {
2476 return NULL
; /* can't parse move string */
2478 ret
= dup_game(from
);
2481 grid_draw_rect(ret
, ret
->hedge
, ret
->vedge
, 1, TRUE
, x1
, y1
, x2
, y2
);
2482 } else if (mode
== 'H') {
2483 hedge(ret
,x1
,y1
) = !hedge(ret
,x1
,y1
);
2484 } else if (mode
== 'V') {
2485 vedge(ret
,x1
,y1
) = !vedge(ret
,x1
,y1
);
2488 sfree(ret
->correct
);
2489 ret
->correct
= get_correct(ret
);
2492 * We've made a real change to the grid. Check to see
2493 * if the game has been completed.
2495 if (!ret
->completed
) {
2499 for (x
= 0; x
< ret
->w
; x
++)
2500 for (y
= 0; y
< ret
->h
; y
++)
2501 if (!index(ret
, ret
->correct
, x
, y
))
2505 ret
->completed
= TRUE
;
2511 /* ----------------------------------------------------------------------
2515 #define CORRECT (1L<<16)
2517 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
2518 #define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
2520 static void game_compute_size(game_params
*params
, int tilesize
,
2523 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2524 struct { int tilesize
; } ads
, *ds
= &ads
;
2525 ads
.tilesize
= tilesize
;
2527 *x
= params
->w
* TILE_SIZE
+ 2*BORDER
+ 1;
2528 *y
= params
->h
* TILE_SIZE
+ 2*BORDER
+ 1;
2531 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2532 game_params
*params
, int tilesize
)
2534 ds
->tilesize
= tilesize
;
2537 static float *game_colours(frontend
*fe
, int *ncolours
)
2539 float *ret
= snewn(3 * NCOLOURS
, float);
2541 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2543 ret
[COL_GRID
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
2544 ret
[COL_GRID
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
2545 ret
[COL_GRID
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
2547 ret
[COL_DRAG
* 3 + 0] = 1.0F
;
2548 ret
[COL_DRAG
* 3 + 1] = 0.0F
;
2549 ret
[COL_DRAG
* 3 + 2] = 0.0F
;
2551 ret
[COL_CORRECT
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
2552 ret
[COL_CORRECT
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
2553 ret
[COL_CORRECT
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
2555 ret
[COL_LINE
* 3 + 0] = 0.0F
;
2556 ret
[COL_LINE
* 3 + 1] = 0.0F
;
2557 ret
[COL_LINE
* 3 + 2] = 0.0F
;
2559 ret
[COL_TEXT
* 3 + 0] = 0.0F
;
2560 ret
[COL_TEXT
* 3 + 1] = 0.0F
;
2561 ret
[COL_TEXT
* 3 + 2] = 0.0F
;
2563 *ncolours
= NCOLOURS
;
2567 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2569 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2572 ds
->started
= FALSE
;
2575 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned long);
2576 ds
->tilesize
= 0; /* not decided yet */
2577 for (i
= 0; i
< ds
->w
* ds
->h
; i
++)
2578 ds
->visible
[i
] = 0xFFFF;
2583 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2589 static void draw_tile(drawing
*dr
, game_drawstate
*ds
, game_state
*state
,
2590 int x
, int y
, unsigned char *hedge
, unsigned char *vedge
,
2591 unsigned char *corners
, int correct
)
2593 int cx
= COORD(x
), cy
= COORD(y
);
2596 draw_rect(dr
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1, COL_GRID
);
2597 draw_rect(dr
, cx
+1, cy
+1, TILE_SIZE
-1, TILE_SIZE
-1,
2598 correct ? COL_CORRECT
: COL_BACKGROUND
);
2600 if (grid(state
,x
,y
)) {
2601 sprintf(str
, "%d", grid(state
,x
,y
));
2602 draw_text(dr
, cx
+TILE_SIZE
/2, cy
+TILE_SIZE
/2, FONT_VARIABLE
,
2603 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
, COL_TEXT
, str
);
2609 if (!HRANGE(state
,x
,y
) || index(state
,hedge
,x
,y
))
2610 draw_rect(dr
, cx
, cy
, TILE_SIZE
+1, 2,
2611 HRANGE(state
,x
,y
) ?
COLOUR(index(state
,hedge
,x
,y
)) :
2613 if (!HRANGE(state
,x
,y
+1) || index(state
,hedge
,x
,y
+1))
2614 draw_rect(dr
, cx
, cy
+TILE_SIZE
-1, TILE_SIZE
+1, 2,
2615 HRANGE(state
,x
,y
+1) ?
COLOUR(index(state
,hedge
,x
,y
+1)) :
2617 if (!VRANGE(state
,x
,y
) || index(state
,vedge
,x
,y
))
2618 draw_rect(dr
, cx
, cy
, 2, TILE_SIZE
+1,
2619 VRANGE(state
,x
,y
) ?
COLOUR(index(state
,vedge
,x
,y
)) :
2621 if (!VRANGE(state
,x
+1,y
) || index(state
,vedge
,x
+1,y
))
2622 draw_rect(dr
, cx
+TILE_SIZE
-1, cy
, 2, TILE_SIZE
+1,
2623 VRANGE(state
,x
+1,y
) ?
COLOUR(index(state
,vedge
,x
+1,y
)) :
2629 if (index(state
,corners
,x
,y
))
2630 draw_rect(dr
, cx
, cy
, 2, 2,
2631 COLOUR(index(state
,corners
,x
,y
)));
2632 if (x
+1 < state
->w
&& index(state
,corners
,x
+1,y
))
2633 draw_rect(dr
, cx
+TILE_SIZE
-1, cy
, 2, 2,
2634 COLOUR(index(state
,corners
,x
+1,y
)));
2635 if (y
+1 < state
->h
&& index(state
,corners
,x
,y
+1))
2636 draw_rect(dr
, cx
, cy
+TILE_SIZE
-1, 2, 2,
2637 COLOUR(index(state
,corners
,x
,y
+1)));
2638 if (x
+1 < state
->w
&& y
+1 < state
->h
&& index(state
,corners
,x
+1,y
+1))
2639 draw_rect(dr
, cx
+TILE_SIZE
-1, cy
+TILE_SIZE
-1, 2, 2,
2640 COLOUR(index(state
,corners
,x
+1,y
+1)));
2642 draw_update(dr
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1);
2645 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2646 game_state
*state
, int dir
, game_ui
*ui
,
2647 float animtime
, float flashtime
)
2650 unsigned char *hedge
, *vedge
, *corners
;
2653 hedge
= snewn(state
->w
*state
->h
, unsigned char);
2654 vedge
= snewn(state
->w
*state
->h
, unsigned char);
2655 memcpy(hedge
, state
->hedge
, state
->w
*state
->h
);
2656 memcpy(vedge
, state
->vedge
, state
->w
*state
->h
);
2657 ui_draw_rect(state
, ui
, hedge
, vedge
, 2, TRUE
);
2659 hedge
= state
->hedge
;
2660 vedge
= state
->vedge
;
2663 corners
= snewn(state
->w
* state
->h
, unsigned char);
2664 memset(corners
, 0, state
->w
* state
->h
);
2665 for (x
= 0; x
< state
->w
; x
++)
2666 for (y
= 0; y
< state
->h
; y
++) {
2668 int e
= index(state
, vedge
, x
, y
);
2669 if (index(state
,corners
,x
,y
) < e
)
2670 index(state
,corners
,x
,y
) = e
;
2671 if (y
+1 < state
->h
&&
2672 index(state
,corners
,x
,y
+1) < e
)
2673 index(state
,corners
,x
,y
+1) = e
;
2676 int e
= index(state
, hedge
, x
, y
);
2677 if (index(state
,corners
,x
,y
) < e
)
2678 index(state
,corners
,x
,y
) = e
;
2679 if (x
+1 < state
->w
&&
2680 index(state
,corners
,x
+1,y
) < e
)
2681 index(state
,corners
,x
+1,y
) = e
;
2687 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
2688 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1, COL_BACKGROUND
);
2689 draw_rect(dr
, COORD(0)-1, COORD(0)-1,
2690 ds
->w
*TILE_SIZE
+3, ds
->h
*TILE_SIZE
+3, COL_LINE
);
2692 draw_update(dr
, 0, 0,
2693 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
2694 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1);
2697 for (x
= 0; x
< state
->w
; x
++)
2698 for (y
= 0; y
< state
->h
; y
++) {
2699 unsigned long c
= 0;
2701 if (HRANGE(state
,x
,y
))
2702 c
|= index(state
,hedge
,x
,y
);
2703 if (HRANGE(state
,x
,y
+1))
2704 c
|= index(state
,hedge
,x
,y
+1) << 2;
2705 if (VRANGE(state
,x
,y
))
2706 c
|= index(state
,vedge
,x
,y
) << 4;
2707 if (VRANGE(state
,x
+1,y
))
2708 c
|= index(state
,vedge
,x
+1,y
) << 6;
2709 c
|= index(state
,corners
,x
,y
) << 8;
2711 c
|= index(state
,corners
,x
+1,y
) << 10;
2713 c
|= index(state
,corners
,x
,y
+1) << 12;
2714 if (x
+1 < state
->w
&& y
+1 < state
->h
)
2715 /* cast to prevent 2<<14 sign-extending on promotion to long */
2716 c
|= (unsigned long)index(state
,corners
,x
+1,y
+1) << 14;
2717 if (index(state
, state
->correct
, x
, y
) && !flashtime
)
2720 if (index(ds
,ds
->visible
,x
,y
) != c
) {
2721 draw_tile(dr
, ds
, state
, x
, y
, hedge
, vedge
, corners
,
2722 (c
& CORRECT
) ?
1 : 0);
2723 index(ds
,ds
->visible
,x
,y
) = c
;
2730 if (ui
->x1
>= 0 && ui
->y1
>= 0 &&
2731 ui
->x2
>= 0 && ui
->y2
>= 0) {
2732 sprintf(buf
, "%dx%d ",
2740 strcat(buf
, "Auto-solved.");
2741 else if (state
->completed
)
2742 strcat(buf
, "COMPLETED!");
2744 status_bar(dr
, buf
);
2747 if (hedge
!= state
->hedge
) {
2755 static float game_anim_length(game_state
*oldstate
,
2756 game_state
*newstate
, int dir
, game_ui
*ui
)
2761 static float game_flash_length(game_state
*oldstate
,
2762 game_state
*newstate
, int dir
, game_ui
*ui
)
2764 if (!oldstate
->completed
&& newstate
->completed
&&
2765 !oldstate
->cheated
&& !newstate
->cheated
)
2770 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2775 static void game_print_size(game_params
*params
, float *x
, float *y
)
2780 * I'll use 5mm squares by default.
2782 game_compute_size(params
, 500, &pw
, &ph
);
2787 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
2789 int w
= state
->w
, h
= state
->h
;
2790 int ink
= print_mono_colour(dr
, 0);
2793 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2794 game_drawstate ads
, *ds
= &ads
;
2795 game_set_size(dr
, ds
, NULL
, tilesize
);
2800 print_line_width(dr
, TILE_SIZE
/ 10);
2801 draw_rect_outline(dr
, COORD(0), COORD(0), w
*TILE_SIZE
, h
*TILE_SIZE
, ink
);
2804 * Grid. We have to make the grid lines particularly thin,
2805 * because users will be drawing lines _along_ them and we want
2806 * those lines to be visible.
2808 print_line_width(dr
, TILE_SIZE
/ 256);
2809 for (x
= 1; x
< w
; x
++)
2810 draw_line(dr
, COORD(x
), COORD(0), COORD(x
), COORD(h
), ink
);
2811 for (y
= 1; y
< h
; y
++)
2812 draw_line(dr
, COORD(0), COORD(y
), COORD(w
), COORD(y
), ink
);
2817 print_line_width(dr
, TILE_SIZE
/ 10);
2818 for (y
= 0; y
<= h
; y
++)
2819 for (x
= 0; x
<= w
; x
++) {
2820 if (HRANGE(state
,x
,y
) && hedge(state
,x
,y
))
2821 draw_line(dr
, COORD(x
), COORD(y
), COORD(x
+1), COORD(y
), ink
);
2822 if (VRANGE(state
,x
,y
) && vedge(state
,x
,y
))
2823 draw_line(dr
, COORD(x
), COORD(y
), COORD(x
), COORD(y
+1), ink
);
2829 for (y
= 0; y
< h
; y
++)
2830 for (x
= 0; x
< w
; x
++)
2831 if (grid(state
,x
,y
)) {
2833 sprintf(str
, "%d", grid(state
,x
,y
));
2834 draw_text(dr
, COORD(x
)+TILE_SIZE
/2, COORD(y
)+TILE_SIZE
/2,
2835 FONT_VARIABLE
, TILE_SIZE
/2,
2836 ALIGN_HCENTRE
| ALIGN_VCENTRE
, ink
, str
);
2841 #define thegame rect
2844 const struct game thegame
= {
2845 "Rectangles", "games.rectangles", "rectangles",
2852 TRUE
, game_configure
, custom_params
,
2860 TRUE
, game_text_format
,
2868 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
2871 game_free_drawstate
,
2875 TRUE
, FALSE
, game_print_size
, game_print
,
2876 TRUE
, /* wants_statusbar */
2877 FALSE
, game_timing_state
,