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
;
333 * Returns 0 for failure to solve due to inconsistency; 1 for
334 * success; 2 for failure to complete a solution due to either
335 * ambiguity or it being too difficult.
337 static int rect_solver(int w
, int h
, int nrects
, struct numberdata
*numbers
,
338 unsigned char *hedge
, unsigned char *vedge
,
341 struct rectlist
*rectpositions
;
342 int *overlaps
, *rectbyplace
, *workspace
;
346 * Start by setting up a list of candidate positions for each
349 rectpositions
= snewn(nrects
, struct rectlist
);
350 for (i
= 0; i
< nrects
; i
++) {
351 int rw
, rh
, area
= numbers
[i
].area
;
352 int j
, minx
, miny
, maxx
, maxy
;
354 int rlistn
, rlistsize
;
357 * For each rectangle, begin by finding the bounding
358 * rectangle of its candidate number placements.
363 for (j
= 0; j
< numbers
[i
].npoints
; j
++) {
364 if (minx
> numbers
[i
].points
[j
].x
) minx
= numbers
[i
].points
[j
].x
;
365 if (miny
> numbers
[i
].points
[j
].y
) miny
= numbers
[i
].points
[j
].y
;
366 if (maxx
< numbers
[i
].points
[j
].x
) maxx
= numbers
[i
].points
[j
].x
;
367 if (maxy
< numbers
[i
].points
[j
].y
) maxy
= numbers
[i
].points
[j
].y
;
371 * Now loop over all possible rectangle placements
372 * overlapping a point within that bounding rectangle;
373 * ensure each one actually contains a candidate number
374 * placement, and add it to the list.
377 rlistn
= rlistsize
= 0;
379 for (rw
= 1; rw
<= area
&& rw
<= w
; rw
++) {
388 for (y
= miny
- rh
+ 1; y
<= maxy
; y
++) {
389 if (y
< 0 || y
+rh
> h
)
392 for (x
= minx
- rw
+ 1; x
<= maxx
; x
++) {
393 if (x
< 0 || x
+rw
> w
)
397 * See if we can find a candidate number
398 * placement within this rectangle.
400 for (j
= 0; j
< numbers
[i
].npoints
; j
++)
401 if (numbers
[i
].points
[j
].x
>= x
&&
402 numbers
[i
].points
[j
].x
< x
+rw
&&
403 numbers
[i
].points
[j
].y
>= y
&&
404 numbers
[i
].points
[j
].y
< y
+rh
)
407 if (j
< numbers
[i
].npoints
) {
409 * Add this to the list of candidate
410 * placements for this rectangle.
412 if (rlistn
>= rlistsize
) {
413 rlistsize
= rlistn
+ 32;
414 rlist
= sresize(rlist
, rlistsize
, struct rect
);
418 rlist
[rlistn
].w
= rw
;
419 rlist
[rlistn
].h
= rh
;
420 #ifdef SOLVER_DIAGNOSTICS
421 printf("rect %d [area %d]: candidate position at"
422 " %d,%d w=%d h=%d\n",
423 i
, area
, x
, y
, rw
, rh
);
431 rectpositions
[i
].rects
= rlist
;
432 rectpositions
[i
].n
= rlistn
;
436 * Next, construct a multidimensional array tracking how many
437 * candidate positions for each rectangle overlap each square.
439 * Indexing of this array is by the formula
441 * overlaps[(rectindex * h + y) * w + x]
443 * A positive or zero value indicates what it sounds as if it
444 * should; -1 indicates that this square _cannot_ be part of
445 * this rectangle; and -2 indicates that it _definitely_ is
446 * (which is distinct from 1, because one might very well know
447 * that _if_ square S is part of rectangle R then it must be
448 * because R is placed in a certain position without knowing
449 * that it definitely _is_).
451 overlaps
= snewn(nrects
* w
* h
, int);
452 memset(overlaps
, 0, nrects
* w
* h
* sizeof(int));
453 for (i
= 0; i
< nrects
; i
++) {
456 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
459 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++)
460 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++)
461 overlaps
[(i
* h
+ yy
+rectpositions
[i
].rects
[j
].y
) * w
+
462 xx
+rectpositions
[i
].rects
[j
].x
]++;
467 * Also we want an array covering the grid once, to make it
468 * easy to figure out which squares are candidate number
469 * placements for which rectangles. (The existence of this
470 * single array assumes that no square starts off as a
471 * candidate number placement for more than one rectangle. This
472 * assumption is justified, because this solver is _either_
473 * used to solve real problems - in which case there is a
474 * single placement for every number - _or_ used to decide on
475 * number placements for a new puzzle, in which case each
476 * number's placements are confined to the intended position of
477 * the rectangle containing that number.)
479 rectbyplace
= snewn(w
* h
, int);
480 for (i
= 0; i
< w
*h
; i
++)
483 for (i
= 0; i
< nrects
; i
++) {
486 for (j
= 0; j
< numbers
[i
].npoints
; j
++) {
487 int x
= numbers
[i
].points
[j
].x
;
488 int y
= numbers
[i
].points
[j
].y
;
490 assert(rectbyplace
[y
* w
+ x
] == -1);
491 rectbyplace
[y
* w
+ x
] = i
;
495 workspace
= snewn(nrects
, int);
498 * Now run the actual deduction loop.
501 int done_something
= FALSE
;
503 #ifdef SOLVER_DIAGNOSTICS
504 printf("starting deduction loop\n");
506 for (i
= 0; i
< nrects
; i
++) {
507 printf("rect %d overlaps:\n", i
);
510 for (y
= 0; y
< h
; y
++) {
511 for (x
= 0; x
< w
; x
++) {
512 printf("%3d", overlaps
[(i
* h
+ y
) * w
+ x
]);
518 printf("rectbyplace:\n");
521 for (y
= 0; y
< h
; y
++) {
522 for (x
= 0; x
< w
; x
++) {
523 printf("%3d", rectbyplace
[y
* w
+ x
]);
531 * Housekeeping. Look for rectangles whose number has only
532 * one candidate position left, and mark that square as
533 * known if it isn't already.
535 for (i
= 0; i
< nrects
; i
++) {
536 if (numbers
[i
].npoints
== 1) {
537 int x
= numbers
[i
].points
[0].x
;
538 int y
= numbers
[i
].points
[0].y
;
539 if (overlaps
[(i
* h
+ y
) * w
+ x
] >= -1) {
542 if (overlaps
[(i
* h
+ y
) * w
+ x
] <= 0) {
543 ret
= 0; /* inconsistency */
546 #ifdef SOLVER_DIAGNOSTICS
547 printf("marking %d,%d as known for rect %d"
548 " (sole remaining number position)\n", x
, y
, i
);
551 for (j
= 0; j
< nrects
; j
++)
552 overlaps
[(j
* h
+ y
) * w
+ x
] = -1;
554 overlaps
[(i
* h
+ y
) * w
+ x
] = -2;
560 * Now look at the intersection of all possible placements
561 * for each rectangle, and mark all squares in that
562 * intersection as known for that rectangle if they aren't
565 for (i
= 0; i
< nrects
; i
++) {
566 int minx
, miny
, maxx
, maxy
, xx
, yy
, j
;
572 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
573 int x
= rectpositions
[i
].rects
[j
].x
;
574 int y
= rectpositions
[i
].rects
[j
].y
;
575 int w
= rectpositions
[i
].rects
[j
].w
;
576 int h
= rectpositions
[i
].rects
[j
].h
;
578 if (minx
< x
) minx
= x
;
579 if (miny
< y
) miny
= y
;
580 if (maxx
> x
+w
) maxx
= x
+w
;
581 if (maxy
> y
+h
) maxy
= y
+h
;
584 for (yy
= miny
; yy
< maxy
; yy
++)
585 for (xx
= minx
; xx
< maxx
; xx
++)
586 if (overlaps
[(i
* h
+ yy
) * w
+ xx
] >= -1) {
587 if (overlaps
[(i
* h
+ yy
) * w
+ xx
] <= 0) {
588 ret
= 0; /* inconsistency */
591 #ifdef SOLVER_DIAGNOSTICS
592 printf("marking %d,%d as known for rect %d"
593 " (intersection of all placements)\n",
597 for (j
= 0; j
< nrects
; j
++)
598 overlaps
[(j
* h
+ yy
) * w
+ xx
] = -1;
600 overlaps
[(i
* h
+ yy
) * w
+ xx
] = -2;
605 * Rectangle-focused deduction. Look at each rectangle in
606 * turn and try to rule out some of its candidate
609 for (i
= 0; i
< nrects
; i
++) {
612 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
616 for (k
= 0; k
< nrects
; k
++)
619 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++) {
620 int y
= yy
+ rectpositions
[i
].rects
[j
].y
;
621 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++) {
622 int x
= xx
+ rectpositions
[i
].rects
[j
].x
;
624 if (overlaps
[(i
* h
+ y
) * w
+ x
] == -1) {
626 * This placement overlaps a square
627 * which is _known_ to be part of
628 * another rectangle. Therefore we must
631 #ifdef SOLVER_DIAGNOSTICS
632 printf("rect %d placement at %d,%d w=%d h=%d "
633 "contains %d,%d which is known-other\n", i
,
634 rectpositions
[i
].rects
[j
].x
,
635 rectpositions
[i
].rects
[j
].y
,
636 rectpositions
[i
].rects
[j
].w
,
637 rectpositions
[i
].rects
[j
].h
,
643 if (rectbyplace
[y
* w
+ x
] != -1) {
645 * This placement overlaps one of the
646 * candidate number placements for some
647 * rectangle. Count it.
649 workspace
[rectbyplace
[y
* w
+ x
]]++;
656 * If we haven't ruled this placement out
657 * already, see if it overlaps _all_ of the
658 * candidate number placements for any
659 * rectangle. If so, we can rule it out.
661 for (k
= 0; k
< nrects
; k
++)
662 if (k
!= i
&& workspace
[k
] == numbers
[k
].npoints
) {
663 #ifdef SOLVER_DIAGNOSTICS
664 printf("rect %d placement at %d,%d w=%d h=%d "
665 "contains all number points for rect %d\n",
667 rectpositions
[i
].rects
[j
].x
,
668 rectpositions
[i
].rects
[j
].y
,
669 rectpositions
[i
].rects
[j
].w
,
670 rectpositions
[i
].rects
[j
].h
,
678 * Failing that, see if it overlaps at least
679 * one of the candidate number placements for
680 * itself! (This might not be the case if one
681 * of those number placements has been removed
684 if (!del
&& workspace
[i
] == 0) {
685 #ifdef SOLVER_DIAGNOSTICS
686 printf("rect %d placement at %d,%d w=%d h=%d "
687 "contains none of its own number points\n",
689 rectpositions
[i
].rects
[j
].x
,
690 rectpositions
[i
].rects
[j
].y
,
691 rectpositions
[i
].rects
[j
].w
,
692 rectpositions
[i
].rects
[j
].h
);
699 remove_rect_placement(w
, h
, rectpositions
, overlaps
, i
, j
);
701 j
--; /* don't skip over next placement */
703 done_something
= TRUE
;
709 * Square-focused deduction. Look at each square not marked
710 * as known, and see if there are any which can only be
711 * part of a single rectangle.
715 for (y
= 0; y
< h
; y
++) for (x
= 0; x
< w
; x
++) {
716 /* Known squares are marked as <0 everywhere, so we only need
717 * to check the overlaps entry for rect 0. */
718 if (overlaps
[y
* w
+ x
] < 0)
719 continue; /* known already */
723 for (i
= 0; i
< nrects
; i
++)
724 if (overlaps
[(i
* h
+ y
) * w
+ x
] > 0)
731 * Now we can rule out all placements for
732 * rectangle `index' which _don't_ contain
735 #ifdef SOLVER_DIAGNOSTICS
736 printf("square %d,%d can only be in rectangle %d\n",
739 for (j
= 0; j
< rectpositions
[index
].n
; j
++) {
740 struct rect
*r
= &rectpositions
[index
].rects
[j
];
741 if (x
>= r
->x
&& x
< r
->x
+ r
->w
&&
742 y
>= r
->y
&& y
< r
->y
+ r
->h
)
743 continue; /* this one is OK */
744 remove_rect_placement(w
, h
, rectpositions
, overlaps
,
746 j
--; /* don't skip over next placement */
747 done_something
= TRUE
;
754 * If we've managed to deduce anything by normal means,
755 * loop round again and see if there's more to be done.
756 * Only if normal deduction has completely failed us should
757 * we now move on to narrowing down the possible number
764 * Now we have done everything we can with the current set
765 * of number placements. So we need to winnow the number
766 * placements so as to narrow down the possibilities. We do
767 * this by searching for a candidate placement (of _any_
768 * rectangle) which overlaps a candidate placement of the
769 * number for some other rectangle.
777 size_t nrpns
= 0, rpnsize
= 0;
780 for (i
= 0; i
< nrects
; i
++) {
781 for (j
= 0; j
< rectpositions
[i
].n
; j
++) {
784 for (yy
= 0; yy
< rectpositions
[i
].rects
[j
].h
; yy
++) {
785 int y
= yy
+ rectpositions
[i
].rects
[j
].y
;
786 for (xx
= 0; xx
< rectpositions
[i
].rects
[j
].w
; xx
++) {
787 int x
= xx
+ rectpositions
[i
].rects
[j
].x
;
789 if (rectbyplace
[y
* w
+ x
] >= 0 &&
790 rectbyplace
[y
* w
+ x
] != i
) {
792 * Add this to the list of
793 * winnowing possibilities.
795 if (nrpns
>= rpnsize
) {
796 rpnsize
= rpnsize
* 3 / 2 + 32;
797 rpns
= sresize(rpns
, rpnsize
, struct rpn
);
799 rpns
[nrpns
].rect
= i
;
800 rpns
[nrpns
].placement
= j
;
801 rpns
[nrpns
].number
= rectbyplace
[y
* w
+ x
];
810 #ifdef SOLVER_DIAGNOSTICS
811 printf("%d candidate rect placements we could eliminate\n", nrpns
);
815 * Now choose one of these unwanted rectangle
816 * placements, and eliminate it.
818 int index
= random_upto(rs
, nrpns
);
820 struct rpn rpn
= rpns
[index
];
827 r
= rectpositions
[i
].rects
[j
];
830 * We rule out placement j of rectangle i by means
831 * of removing all of rectangle k's candidate
832 * number placements which do _not_ overlap it.
833 * This will ensure that it is eliminated during
834 * the next pass of rectangle-focused deduction.
836 #ifdef SOLVER_DIAGNOSTICS
837 printf("ensuring number for rect %d is within"
838 " rect %d's placement at %d,%d w=%d h=%d\n",
839 k
, i
, r
.x
, r
.y
, r
.w
, r
.h
);
842 for (m
= 0; m
< numbers
[k
].npoints
; m
++) {
843 int x
= numbers
[k
].points
[m
].x
;
844 int y
= numbers
[k
].points
[m
].y
;
846 if (x
< r
.x
|| x
>= r
.x
+ r
.w
||
847 y
< r
.y
|| y
>= r
.y
+ r
.h
) {
848 #ifdef SOLVER_DIAGNOSTICS
849 printf("eliminating number for rect %d at %d,%d\n",
852 remove_number_placement(w
, h
, &numbers
[k
],
854 m
--; /* don't skip the next one */
855 done_something
= TRUE
;
861 if (!done_something
) {
862 #ifdef SOLVER_DIAGNOSTICS
863 printf("terminating deduction loop\n");
871 for (i
= 0; i
< nrects
; i
++) {
872 #ifdef SOLVER_DIAGNOSTICS
873 printf("rect %d has %d possible placements\n",
874 i
, rectpositions
[i
].n
);
876 if (rectpositions
[i
].n
<= 0) {
877 ret
= 0; /* inconsistency */
878 } else if (rectpositions
[i
].n
> 1) {
879 ret
= 2; /* remaining uncertainty */
880 } else if (hedge
&& vedge
) {
882 * Place the rectangle in its only possible position.
885 struct rect
*r
= &rectpositions
[i
].rects
[0];
887 for (y
= 0; y
< r
->h
; y
++) {
889 vedge
[(r
->y
+y
) * w
+ r
->x
] = 1;
891 vedge
[(r
->y
+y
) * w
+ r
->x
+r
->w
] = 1;
893 for (x
= 0; x
< r
->w
; x
++) {
895 hedge
[r
->y
* w
+ r
->x
+x
] = 1;
897 hedge
[(r
->y
+r
->h
) * w
+ r
->x
+x
] = 1;
903 * Free up all allocated storage.
908 for (i
= 0; i
< nrects
; i
++)
909 sfree(rectpositions
[i
].rects
);
910 sfree(rectpositions
);
915 /* ----------------------------------------------------------------------
916 * Grid generation code.
920 * This function does one of two things. If passed r==NULL, it
921 * counts the number of possible rectangles which cover the given
922 * square, and returns it in *n. If passed r!=NULL then it _reads_
923 * *n to find an index, counts the possible rectangles until it
924 * reaches the nth, and writes it into r.
926 * `scratch' is expected to point to an array of 2 * params->w
927 * ints, used internally as scratch space (and passed in like this
928 * to avoid re-allocating and re-freeing it every time round a
931 static void enum_rects(game_params
*params
, int *grid
, struct rect
*r
, int *n
,
932 int sx
, int sy
, int *scratch
)
936 int maxarea
, realmaxarea
;
941 * Maximum rectangle area is 1/6 of total grid size, unless
942 * this means we can't place any rectangles at all in which
943 * case we set it to 2 at minimum.
945 maxarea
= params
->w
* params
->h
/ 6;
950 * Scan the grid to find the limits of the region within which
951 * any rectangle containing this point must fall. This will
952 * save us trawling the inside of every rectangle later on to
953 * see if it contains any used squares.
956 bottom
= scratch
+ params
->w
;
957 for (dy
= -1; dy
<= +1; dy
+= 2) {
958 int *array
= (dy
== -1 ? top
: bottom
);
959 for (dx
= -1; dx
<= +1; dx
+= 2) {
960 for (x
= sx
; x
>= 0 && x
< params
->w
; x
+= dx
) {
961 array
[x
] = -2 * params
->h
* dy
;
962 for (y
= sy
; y
>= 0 && y
< params
->h
; y
+= dy
) {
963 if (index(params
, grid
, x
, y
) == -1 &&
964 (x
== sx
|| dy
*y
<= dy
*array
[x
-dx
]))
974 * Now scan again to work out the largest rectangles we can fit
975 * in the grid, so that we can terminate the following loops
976 * early once we get down to not having much space left in the
980 for (x
= 0; x
< params
->w
; x
++) {
983 rh
= bottom
[x
] - top
[x
] + 1;
985 continue; /* no rectangles can start here */
987 dx
= (x
> sx ?
-1 : +1);
988 for (x2
= x
; x2
>= 0 && x2
< params
->w
; x2
+= dx
)
989 if (bottom
[x2
] < bottom
[x
] || top
[x2
] > top
[x
])
993 if (realmaxarea
< rw
* rh
)
994 realmaxarea
= rw
* rh
;
997 if (realmaxarea
> maxarea
)
998 realmaxarea
= maxarea
;
1001 * Rectangles which go right the way across the grid are
1002 * boring, although they can't be helped in the case of
1003 * extremely small grids. (Also they might be generated later
1004 * on by the singleton-removal process; we can't help that.)
1011 for (rw
= 1; rw
<= mw
; rw
++)
1012 for (rh
= 1; rh
<= mh
; rh
++) {
1013 if (rw
* rh
> realmaxarea
)
1017 for (x
= max(sx
- rw
+ 1, 0); x
<= min(sx
, params
->w
- rw
); x
++)
1018 for (y
= max(sy
- rh
+ 1, 0); y
<= min(sy
, params
->h
- rh
);
1021 * Check this rectangle against the region we
1024 if (top
[x
] <= y
&& top
[x
+rw
-1] <= y
&&
1025 bottom
[x
] >= y
+rh
-1 && bottom
[x
+rw
-1] >= y
+rh
-1) {
1026 if (r
&& index
== *n
) {
1042 static void place_rect(game_params
*params
, int *grid
, struct rect r
)
1044 int idx
= INDEX(params
, r
.x
, r
.y
);
1047 for (x
= r
.x
; x
< r
.x
+r
.w
; x
++)
1048 for (y
= r
.y
; y
< r
.y
+r
.h
; y
++) {
1049 index(params
, grid
, x
, y
) = idx
;
1051 #ifdef GENERATION_DIAGNOSTICS
1052 printf(" placing rectangle at (%d,%d) size %d x %d\n",
1053 r
.x
, r
.y
, r
.w
, r
.h
);
1057 static struct rect
find_rect(game_params
*params
, int *grid
, int x
, int y
)
1063 * Find the top left of the rectangle.
1065 idx
= index(params
, grid
, x
, y
);
1071 return r
; /* 1x1 singleton here */
1074 y
= idx
/ params
->w
;
1075 x
= idx
% params
->w
;
1078 * Find the width and height of the rectangle.
1081 (x
+w
< params
->w
&& index(params
,grid
,x
+w
,y
)==idx
);
1084 (y
+h
< params
->h
&& index(params
,grid
,x
,y
+h
)==idx
);
1095 #ifdef GENERATION_DIAGNOSTICS
1096 static void display_grid(game_params
*params
, int *grid
, int *numbers
, int all
)
1098 unsigned char *egrid
= snewn((params
->w
*2+3) * (params
->h
*2+3),
1101 int r
= (params
->w
*2+3);
1103 memset(egrid
, 0, (params
->w
*2+3) * (params
->h
*2+3));
1105 for (x
= 0; x
< params
->w
; x
++)
1106 for (y
= 0; y
< params
->h
; y
++) {
1107 int i
= index(params
, grid
, x
, y
);
1108 if (x
== 0 || index(params
, grid
, x
-1, y
) != i
)
1109 egrid
[(2*y
+2) * r
+ (2*x
+1)] = 1;
1110 if (x
== params
->w
-1 || index(params
, grid
, x
+1, y
) != i
)
1111 egrid
[(2*y
+2) * r
+ (2*x
+3)] = 1;
1112 if (y
== 0 || index(params
, grid
, x
, y
-1) != i
)
1113 egrid
[(2*y
+1) * r
+ (2*x
+2)] = 1;
1114 if (y
== params
->h
-1 || index(params
, grid
, x
, y
+1) != i
)
1115 egrid
[(2*y
+3) * r
+ (2*x
+2)] = 1;
1118 for (y
= 1; y
< 2*params
->h
+2; y
++) {
1119 for (x
= 1; x
< 2*params
->w
+2; x
++) {
1121 int k
= numbers ?
index(params
, numbers
, x
/2-1, y
/2-1) : 0;
1122 if (k
|| (all
&& numbers
)) printf("%2d", k
); else printf(" ");
1123 } else if (!((y
&x
)&1)) {
1124 int v
= egrid
[y
*r
+x
];
1125 if ((y
&1) && v
) v
= '-';
1126 if ((x
&1) && v
) v
= '|';
1129 if (!(x
&1)) putchar(v
);
1132 if (egrid
[y
*r
+(x
+1)]) d
|= 1;
1133 if (egrid
[(y
-1)*r
+x
]) d
|= 2;
1134 if (egrid
[y
*r
+(x
-1)]) d
|= 4;
1135 if (egrid
[(y
+1)*r
+x
]) d
|= 8;
1136 c
= " ??+?-++?+|+++++"[d
];
1138 if (!(x
&1)) putchar(c
);
1148 static char *new_game_desc(game_params
*params
, random_state
*rs
,
1149 char **aux
, int interactive
)
1151 int *grid
, *numbers
= NULL
;
1152 int x
, y
, y2
, y2last
, yx
, run
, i
, nsquares
;
1154 int *enum_rects_scratch
;
1155 game_params params2real
, *params2
= ¶ms2real
;
1159 * Set up the smaller width and height which we will use to
1160 * generate the base grid.
1162 params2
->w
= params
->w
/ (1.0F
+ params
->expandfactor
);
1163 if (params2
->w
< 2 && params
->w
>= 2) params2
->w
= 2;
1164 params2
->h
= params
->h
/ (1.0F
+ params
->expandfactor
);
1165 if (params2
->h
< 2 && params
->h
>= 2) params2
->h
= 2;
1167 grid
= snewn(params2
->w
* params2
->h
, int);
1169 enum_rects_scratch
= snewn(2 * params2
->w
, int);
1172 for (y
= 0; y
< params2
->h
; y
++)
1173 for (x
= 0; x
< params2
->w
; x
++) {
1174 index(params2
, grid
, x
, y
) = -1;
1179 * Place rectangles until we can't any more. We do this by
1180 * finding a square we haven't yet covered, and randomly
1181 * choosing a rectangle to cover it.
1184 while (nsquares
> 0) {
1185 int square
= random_upto(rs
, nsquares
);
1191 for (y
= 0; y
< params2
->h
; y
++) {
1192 for (x
= 0; x
< params2
->w
; x
++) {
1193 if (index(params2
, grid
, x
, y
) == -1 && square
-- == 0)
1199 assert(x
< params2
->w
&& y
< params2
->h
);
1202 * Now see how many rectangles fit around this one.
1204 enum_rects(params2
, grid
, NULL
, &n
, x
, y
, enum_rects_scratch
);
1208 * There are no possible rectangles covering this
1209 * square, meaning it must be a singleton. Mark it
1210 * -2 so we know not to keep trying.
1212 index(params2
, grid
, x
, y
) = -2;
1216 * Pick one at random.
1218 n
= random_upto(rs
, n
);
1219 enum_rects(params2
, grid
, &r
, &n
, x
, y
, enum_rects_scratch
);
1224 place_rect(params2
, grid
, r
);
1225 nsquares
-= r
.w
* r
.h
;
1229 sfree(enum_rects_scratch
);
1232 * Deal with singleton spaces remaining in the grid, one by
1235 * We do this by making a local change to the layout. There are
1236 * several possibilities:
1238 * +-----+-----+ Here, we can remove the singleton by
1239 * | | | extending the 1x2 rectangle below it
1240 * +--+--+-----+ into a 1x3.
1248 * +--+--+--+ Here, that trick doesn't work: there's no
1249 * | | | 1 x n rectangle with the singleton at one
1250 * | | | end. Instead, we extend a 1 x n rectangle
1251 * | | | _out_ from the singleton, shaving a layer
1252 * +--+--+ | off the end of another rectangle. So if we
1253 * | | | | extended up, we'd make our singleton part
1254 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
1255 * | | | used to be; or we could extend right into
1256 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
1258 * +-----+--+ Here, we can't even do _that_, since any
1259 * | | | direction we choose to extend the singleton
1260 * +--+--+ | will produce a new singleton as a result of
1261 * | | | | truncating one of the size-2 rectangles.
1262 * | +--+--+ Fortunately, this case can _only_ occur when
1263 * | | | a singleton is surrounded by four size-2s
1264 * +--+-----+ in this fashion; so instead we can simply
1265 * replace the whole section with a single 3x3.
1267 for (x
= 0; x
< params2
->w
; x
++) {
1268 for (y
= 0; y
< params2
->h
; y
++) {
1269 if (index(params2
, grid
, x
, y
) < 0) {
1272 #ifdef GENERATION_DIAGNOSTICS
1273 display_grid(params2
, grid
, NULL
, FALSE
);
1274 printf("singleton at %d,%d\n", x
, y
);
1278 * Check in which directions we can feasibly extend
1279 * the singleton. We can extend in a particular
1280 * direction iff either:
1282 * - the rectangle on that side of the singleton
1283 * is not 2x1, and we are at one end of the edge
1284 * of it we are touching
1286 * - it is 2x1 but we are on its short side.
1288 * FIXME: we could plausibly choose between these
1289 * based on the sizes of the rectangles they would
1293 if (x
< params2
->w
-1) {
1294 struct rect r
= find_rect(params2
, grid
, x
+1, y
);
1295 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
1296 dirs
[ndirs
++] = 1; /* right */
1299 struct rect r
= find_rect(params2
, grid
, x
, y
-1);
1300 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
1301 dirs
[ndirs
++] = 2; /* up */
1304 struct rect r
= find_rect(params2
, grid
, x
-1, y
);
1305 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
1306 dirs
[ndirs
++] = 4; /* left */
1308 if (y
< params2
->h
-1) {
1309 struct rect r
= find_rect(params2
, grid
, x
, y
+1);
1310 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
1311 dirs
[ndirs
++] = 8; /* down */
1318 which
= random_upto(rs
, ndirs
);
1323 assert(x
< params2
->w
+1);
1324 #ifdef GENERATION_DIAGNOSTICS
1325 printf("extending right\n");
1327 r1
= find_rect(params2
, grid
, x
+1, y
);
1338 #ifdef GENERATION_DIAGNOSTICS
1339 printf("extending up\n");
1341 r1
= find_rect(params2
, grid
, x
, y
-1);
1352 #ifdef GENERATION_DIAGNOSTICS
1353 printf("extending left\n");
1355 r1
= find_rect(params2
, grid
, x
-1, y
);
1365 assert(y
< params2
->h
+1);
1366 #ifdef GENERATION_DIAGNOSTICS
1367 printf("extending down\n");
1369 r1
= find_rect(params2
, grid
, x
, y
+1);
1378 default: /* should never happen */
1379 assert(!"invalid direction");
1381 if (r1
.h
> 0 && r1
.w
> 0)
1382 place_rect(params2
, grid
, r1
);
1383 place_rect(params2
, grid
, r2
);
1387 * Sanity-check that there really is a 3x3
1388 * rectangle surrounding this singleton and it
1389 * contains absolutely everything we could
1394 assert(x
> 0 && x
< params2
->w
-1);
1395 assert(y
> 0 && y
< params2
->h
-1);
1397 for (xx
= x
-1; xx
<= x
+1; xx
++)
1398 for (yy
= y
-1; yy
<= y
+1; yy
++) {
1399 struct rect r
= find_rect(params2
,grid
,xx
,yy
);
1402 assert(r
.x
+r
.w
-1 <= x
+1);
1403 assert(r
.y
+r
.h
-1 <= y
+1);
1408 #ifdef GENERATION_DIAGNOSTICS
1409 printf("need the 3x3 trick\n");
1413 * FIXME: If the maximum rectangle area for
1414 * this grid is less than 9, we ought to
1415 * subdivide the 3x3 in some fashion. There are
1416 * five other possibilities:
1419 * - a 4, a 3 and a 2
1421 * - a 3 and three 2s (two different arrangements).
1429 place_rect(params2
, grid
, r
);
1437 * We have now constructed a grid of the size specified in
1438 * params2. Now we extend it into a grid of the size specified
1439 * in params. We do this in two passes: we extend it vertically
1440 * until it's the right height, then we transpose it, then
1441 * extend it vertically again (getting it effectively the right
1442 * width), then finally transpose again.
1444 for (i
= 0; i
< 2; i
++) {
1445 int *grid2
, *expand
, *where
;
1446 game_params params3real
, *params3
= ¶ms3real
;
1448 #ifdef GENERATION_DIAGNOSTICS
1449 printf("before expansion:\n");
1450 display_grid(params2
, grid
, NULL
, TRUE
);
1454 * Set up the new grid.
1456 grid2
= snewn(params2
->w
* params
->h
, int);
1457 expand
= snewn(params2
->h
-1, int);
1458 where
= snewn(params2
->w
, int);
1459 params3
->w
= params2
->w
;
1460 params3
->h
= params
->h
;
1463 * Decide which horizontal edges are going to get expanded,
1466 for (y
= 0; y
< params2
->h
-1; y
++)
1468 for (y
= params2
->h
; y
< params
->h
; y
++) {
1469 x
= random_upto(rs
, params2
->h
-1);
1473 #ifdef GENERATION_DIAGNOSTICS
1474 printf("expand[] = {");
1475 for (y
= 0; y
< params2
->h
-1; y
++)
1476 printf(" %d", expand
[y
]);
1481 * Perform the expansion. The way this works is that we
1484 * - copy a row from grid into grid2
1486 * - invent some number of additional rows in grid2 where
1487 * there was previously only a horizontal line between
1488 * rows in grid, and make random decisions about where
1489 * among these to place each rectangle edge that ran
1492 for (y
= y2
= y2last
= 0; y
< params2
->h
; y
++) {
1494 * Copy a single line from row y of grid into row y2 of
1497 for (x
= 0; x
< params2
->w
; x
++) {
1498 int val
= index(params2
, grid
, x
, y
);
1499 if (val
/ params2
->w
== y
&& /* rect starts on this line */
1500 (y2
== 0 || /* we're at the very top, or... */
1501 index(params3
, grid2
, x
, y2
-1) / params3
->w
< y2last
1502 /* this rect isn't already started */))
1503 index(params3
, grid2
, x
, y2
) =
1504 INDEX(params3
, val
% params2
->w
, y2
);
1506 index(params3
, grid2
, x
, y2
) =
1507 index(params3
, grid2
, x
, y2
-1);
1511 * If that was the last line, terminate the loop early.
1513 if (++y2
== params3
->h
)
1519 * Invent some number of additional lines. First walk
1520 * along this line working out where to put all the
1521 * edges that coincide with it.
1524 for (x
= 0; x
< params2
->w
; x
++) {
1525 if (index(params2
, grid
, x
, y
) !=
1526 index(params2
, grid
, x
, y
+1)) {
1528 * This is a horizontal edge, so it needs
1532 (index(params2
, grid
, x
-1, y
) !=
1533 index(params2
, grid
, x
, y
) &&
1534 index(params2
, grid
, x
-1, y
+1) !=
1535 index(params2
, grid
, x
, y
+1))) {
1537 * Here we have the chance to make a new
1540 yx
= random_upto(rs
, expand
[y
]+1);
1543 * Here we just reuse the previous value of
1552 for (yx
= 0; yx
< expand
[y
]; yx
++) {
1554 * Invent a single row. For each square in the row,
1555 * we copy the grid entry from the square above it,
1556 * unless we're starting the new rectangle here.
1558 for (x
= 0; x
< params2
->w
; x
++) {
1559 if (yx
== where
[x
]) {
1560 int val
= index(params2
, grid
, x
, y
+1);
1562 val
= INDEX(params3
, val
, y2
);
1563 index(params3
, grid2
, x
, y2
) = val
;
1565 index(params3
, grid2
, x
, y2
) =
1566 index(params3
, grid2
, x
, y2
-1);
1576 #ifdef GENERATION_DIAGNOSTICS
1577 printf("after expansion:\n");
1578 display_grid(params3
, grid2
, NULL
, TRUE
);
1583 params2
->w
= params3
->h
;
1584 params2
->h
= params3
->w
;
1586 grid
= snewn(params2
->w
* params2
->h
, int);
1587 for (x
= 0; x
< params2
->w
; x
++)
1588 for (y
= 0; y
< params2
->h
; y
++) {
1589 int idx1
= INDEX(params2
, x
, y
);
1590 int idx2
= INDEX(params3
, y
, x
);
1594 tmp
= (tmp
% params3
->w
) * params2
->w
+ (tmp
/ params3
->w
);
1603 params
->w
= params
->h
;
1607 #ifdef GENERATION_DIAGNOSTICS
1608 printf("after transposition:\n");
1609 display_grid(params2
, grid
, NULL
, TRUE
);
1614 * Run the solver to narrow down the possible number
1618 struct numberdata
*nd
;
1619 int nnumbers
, i
, ret
;
1621 /* Count the rectangles. */
1623 for (y
= 0; y
< params
->h
; y
++) {
1624 for (x
= 0; x
< params
->w
; x
++) {
1625 int idx
= INDEX(params
, x
, y
);
1626 if (index(params
, grid
, x
, y
) == idx
)
1631 nd
= snewn(nnumbers
, struct numberdata
);
1633 /* Now set up each number's candidate position list. */
1635 for (y
= 0; y
< params
->h
; y
++) {
1636 for (x
= 0; x
< params
->w
; x
++) {
1637 int idx
= INDEX(params
, x
, y
);
1638 if (index(params
, grid
, x
, y
) == idx
) {
1639 struct rect r
= find_rect(params
, grid
, x
, y
);
1642 nd
[i
].area
= r
.w
* r
.h
;
1643 nd
[i
].npoints
= nd
[i
].area
;
1644 nd
[i
].points
= snewn(nd
[i
].npoints
, struct point
);
1646 for (j
= 0; j
< r
.h
; j
++)
1647 for (k
= 0; k
< r
.w
; k
++) {
1648 nd
[i
].points
[m
].x
= k
+ r
.x
;
1649 nd
[i
].points
[m
].y
= j
+ r
.y
;
1652 assert(m
== nd
[i
].npoints
);
1660 ret
= rect_solver(params
->w
, params
->h
, nnumbers
, nd
,
1663 ret
= 1; /* allow any number placement at all */
1667 * Now place the numbers according to the solver's
1670 numbers
= snewn(params
->w
* params
->h
, int);
1672 for (y
= 0; y
< params
->h
; y
++)
1673 for (x
= 0; x
< params
->w
; x
++) {
1674 index(params
, numbers
, x
, y
) = 0;
1677 for (i
= 0; i
< nnumbers
; i
++) {
1678 int idx
= random_upto(rs
, nd
[i
].npoints
);
1679 int x
= nd
[i
].points
[idx
].x
;
1680 int y
= nd
[i
].points
[idx
].y
;
1681 index(params
,numbers
,x
,y
) = nd
[i
].area
;
1688 for (i
= 0; i
< nnumbers
; i
++)
1689 sfree(nd
[i
].points
);
1693 * If we've succeeded, then terminate the loop.
1700 * Give up and go round again.
1706 * Store the solution in aux.
1712 len
= 2 + (params
->w
-1)*params
->h
+ (params
->h
-1)*params
->w
;
1713 ai
= snewn(len
, char);
1719 for (y
= 0; y
< params
->h
; y
++)
1720 for (x
= 1; x
< params
->w
; x
++)
1721 *p
++ = (index(params
, grid
, x
, y
) !=
1722 index(params
, grid
, x
-1, y
) ?
'1' : '0');
1724 for (y
= 1; y
< params
->h
; y
++)
1725 for (x
= 0; x
< params
->w
; x
++)
1726 *p
++ = (index(params
, grid
, x
, y
) !=
1727 index(params
, grid
, x
, y
-1) ?
'1' : '0');
1729 assert(p
- ai
== len
-1);
1735 #ifdef GENERATION_DIAGNOSTICS
1736 display_grid(params
, grid
, numbers
, FALSE
);
1739 desc
= snewn(11 * params
->w
* params
->h
, char);
1742 for (i
= 0; i
<= params
->w
* params
->h
; i
++) {
1743 int n
= (i
< params
->w
* params
->h ? numbers
[i
] : -1);
1750 int c
= 'a' - 1 + run
;
1754 run
-= c
- ('a' - 1);
1758 * If there's a number in the very top left or
1759 * bottom right, there's no point putting an
1760 * unnecessary _ before or after it.
1762 if (p
> desc
&& n
> 0)
1766 p
+= sprintf(p
, "%d", n
);
1778 static char *validate_desc(game_params
*params
, char *desc
)
1780 int area
= params
->w
* params
->h
;
1785 if (n
>= 'a' && n
<= 'z') {
1786 squares
+= n
- 'a' + 1;
1787 } else if (n
== '_') {
1789 } else if (n
> '0' && n
<= '9') {
1791 while (*desc
>= '0' && *desc
<= '9')
1794 return "Invalid character in game description";
1798 return "Not enough data to fill grid";
1801 return "Too much data to fit in grid";
1806 static unsigned char *get_correct(game_state
*state
)
1811 ret
= snewn(state
->w
* state
->h
, unsigned char);
1812 memset(ret
, 0xFF, state
->w
* state
->h
);
1814 for (x
= 0; x
< state
->w
; x
++)
1815 for (y
= 0; y
< state
->h
; y
++)
1816 if (index(state
,ret
,x
,y
) == 0xFF) {
1819 int num
, area
, valid
;
1822 * Find a rectangle starting at this point.
1825 while (x
+rw
< state
->w
&& !vedge(state
,x
+rw
,y
))
1828 while (y
+rh
< state
->h
&& !hedge(state
,x
,y
+rh
))
1832 * We know what the dimensions of the rectangle
1833 * should be if it's there at all. Find out if we
1834 * really have a valid rectangle.
1837 /* Check the horizontal edges. */
1838 for (xx
= x
; xx
< x
+rw
; xx
++) {
1839 for (yy
= y
; yy
<= y
+rh
; yy
++) {
1840 int e
= !HRANGE(state
,xx
,yy
) || hedge(state
,xx
,yy
);
1841 int ec
= (yy
== y
|| yy
== y
+rh
);
1846 /* Check the vertical edges. */
1847 for (yy
= y
; yy
< y
+rh
; yy
++) {
1848 for (xx
= x
; xx
<= x
+rw
; xx
++) {
1849 int e
= !VRANGE(state
,xx
,yy
) || vedge(state
,xx
,yy
);
1850 int ec
= (xx
== x
|| xx
== x
+rw
);
1857 * If this is not a valid rectangle with no other
1858 * edges inside it, we just mark this square as not
1859 * complete and proceed to the next square.
1862 index(state
, ret
, x
, y
) = 0;
1867 * We have a rectangle. Now see what its area is,
1868 * and how many numbers are in it.
1872 for (xx
= x
; xx
< x
+rw
; xx
++) {
1873 for (yy
= y
; yy
< y
+rh
; yy
++) {
1875 if (grid(state
,xx
,yy
)) {
1877 valid
= FALSE
; /* two numbers */
1878 num
= grid(state
,xx
,yy
);
1886 * Now fill in the whole rectangle based on the
1889 for (xx
= x
; xx
< x
+rw
; xx
++) {
1890 for (yy
= y
; yy
< y
+rh
; yy
++) {
1891 index(state
, ret
, xx
, yy
) = valid
;
1899 static game_state
*new_game(midend
*me
, game_params
*params
, char *desc
)
1901 game_state
*state
= snew(game_state
);
1904 state
->w
= params
->w
;
1905 state
->h
= params
->h
;
1907 area
= state
->w
* state
->h
;
1909 state
->grid
= snewn(area
, int);
1910 state
->vedge
= snewn(area
, unsigned char);
1911 state
->hedge
= snewn(area
, unsigned char);
1912 state
->completed
= state
->cheated
= FALSE
;
1917 if (n
>= 'a' && n
<= 'z') {
1918 int run
= n
- 'a' + 1;
1919 assert(i
+ run
<= area
);
1921 state
->grid
[i
++] = 0;
1922 } else if (n
== '_') {
1924 } else if (n
> '0' && n
<= '9') {
1926 state
->grid
[i
++] = atoi(desc
-1);
1927 while (*desc
>= '0' && *desc
<= '9')
1930 assert(!"We can't get here");
1935 for (y
= 0; y
< state
->h
; y
++)
1936 for (x
= 0; x
< state
->w
; x
++)
1937 vedge(state
,x
,y
) = hedge(state
,x
,y
) = 0;
1939 state
->correct
= get_correct(state
);
1944 static game_state
*dup_game(game_state
*state
)
1946 game_state
*ret
= snew(game_state
);
1951 ret
->vedge
= snewn(state
->w
* state
->h
, unsigned char);
1952 ret
->hedge
= snewn(state
->w
* state
->h
, unsigned char);
1953 ret
->grid
= snewn(state
->w
* state
->h
, int);
1954 ret
->correct
= snewn(ret
->w
* ret
->h
, unsigned char);
1956 ret
->completed
= state
->completed
;
1957 ret
->cheated
= state
->cheated
;
1959 memcpy(ret
->grid
, state
->grid
, state
->w
* state
->h
* sizeof(int));
1960 memcpy(ret
->vedge
, state
->vedge
, state
->w
*state
->h
*sizeof(unsigned char));
1961 memcpy(ret
->hedge
, state
->hedge
, state
->w
*state
->h
*sizeof(unsigned char));
1963 memcpy(ret
->correct
, state
->correct
, state
->w
*state
->h
*sizeof(unsigned char));
1968 static void free_game(game_state
*state
)
1971 sfree(state
->vedge
);
1972 sfree(state
->hedge
);
1973 sfree(state
->correct
);
1977 static char *solve_game(game_state
*state
, game_state
*currstate
,
1978 char *ai
, char **error
)
1980 unsigned char *vedge
, *hedge
;
1984 struct numberdata
*nd
;
1990 * Attempt the in-built solver.
1993 /* Set up each number's (very short) candidate position list. */
1994 for (i
= n
= 0; i
< state
->h
* state
->w
; i
++)
1998 nd
= snewn(n
, struct numberdata
);
2000 for (i
= j
= 0; i
< state
->h
* state
->w
; i
++)
2001 if (state
->grid
[i
]) {
2002 nd
[j
].area
= state
->grid
[i
];
2004 nd
[j
].points
= snewn(1, struct point
);
2005 nd
[j
].points
[0].x
= i
% state
->w
;
2006 nd
[j
].points
[0].y
= i
/ state
->w
;
2012 vedge
= snewn(state
->w
* state
->h
, unsigned char);
2013 hedge
= snewn(state
->w
* state
->h
, unsigned char);
2014 memset(vedge
, 0, state
->w
* state
->h
);
2015 memset(hedge
, 0, state
->w
* state
->h
);
2017 rect_solver(state
->w
, state
->h
, n
, nd
, hedge
, vedge
, NULL
);
2022 for (i
= 0; i
< n
; i
++)
2023 sfree(nd
[i
].points
);
2026 len
= 2 + (state
->w
-1)*state
->h
+ (state
->h
-1)*state
->w
;
2027 ret
= snewn(len
, char);
2031 for (y
= 0; y
< state
->h
; y
++)
2032 for (x
= 1; x
< state
->w
; x
++)
2033 *p
++ = vedge
[y
*state
->w
+x
] ?
'1' : '0';
2034 for (y
= 1; y
< state
->h
; y
++)
2035 for (x
= 0; x
< state
->w
; x
++)
2036 *p
++ = hedge
[y
*state
->w
+x
] ?
'1' : '0';
2038 assert(p
- ret
== len
);
2046 static char *game_text_format(game_state
*state
)
2048 char *ret
, *p
, buf
[80];
2049 int i
, x
, y
, col
, maxlen
;
2052 * First determine the number of spaces required to display a
2053 * number. We'll use at least two, because one looks a bit
2057 for (i
= 0; i
< state
->w
* state
->h
; i
++) {
2058 x
= sprintf(buf
, "%d", state
->grid
[i
]);
2059 if (col
< x
) col
= x
;
2063 * Now we know the exact total size of the grid we're going to
2064 * produce: it's got 2*h+1 rows, each containing w lots of col,
2065 * w+1 boundary characters and a trailing newline.
2067 maxlen
= (2*state
->h
+1) * (state
->w
* (col
+1) + 2);
2069 ret
= snewn(maxlen
+1, char);
2072 for (y
= 0; y
<= 2*state
->h
; y
++) {
2073 for (x
= 0; x
<= 2*state
->w
; x
++) {
2078 int v
= grid(state
, x
/2, y
/2);
2080 sprintf(buf
, "%*d", col
, v
);
2082 sprintf(buf
, "%*s", col
, "");
2083 memcpy(p
, buf
, col
);
2087 * Display a horizontal edge or nothing.
2089 int h
= (y
==0 || y
==2*state
->h ?
1 :
2090 HRANGE(state
, x
/2, y
/2) && hedge(state
, x
/2, y
/2));
2096 for (i
= 0; i
< col
; i
++)
2100 * Display a vertical edge or nothing.
2102 int v
= (x
==0 || x
==2*state
->w ?
1 :
2103 VRANGE(state
, x
/2, y
/2) && vedge(state
, x
/2, y
/2));
2110 * Display a corner, or a vertical edge, or a
2111 * horizontal edge, or nothing.
2113 int hl
= (y
==0 || y
==2*state
->h ?
1 :
2114 HRANGE(state
, (x
-1)/2, y
/2) && hedge(state
, (x
-1)/2, y
/2));
2115 int hr
= (y
==0 || y
==2*state
->h ?
1 :
2116 HRANGE(state
, (x
+1)/2, y
/2) && hedge(state
, (x
+1)/2, y
/2));
2117 int vu
= (x
==0 || x
==2*state
->w ?
1 :
2118 VRANGE(state
, x
/2, (y
-1)/2) && vedge(state
, x
/2, (y
-1)/2));
2119 int vd
= (x
==0 || x
==2*state
->w ?
1 :
2120 VRANGE(state
, x
/2, (y
+1)/2) && vedge(state
, x
/2, (y
+1)/2));
2121 if (!hl
&& !hr
&& !vu
&& !vd
)
2123 else if (hl
&& hr
&& !vu
&& !vd
)
2125 else if (!hl
&& !hr
&& vu
&& vd
)
2134 assert(p
- ret
== maxlen
);
2141 * These coordinates are 2 times the obvious grid coordinates.
2142 * Hence, the top left of the grid is (0,0), the grid point to
2143 * the right of that is (2,0), the one _below that_ is (2,2)
2144 * and so on. This is so that we can specify a drag start point
2145 * on an edge (one odd coordinate) or in the middle of a square
2146 * (two odd coordinates) rather than always at a corner.
2148 * -1,-1 means no drag is in progress.
2155 * This flag is set as soon as a dragging action moves the
2156 * mouse pointer away from its starting point, so that even if
2157 * the pointer _returns_ to its starting point the action is
2158 * treated as a small drag rather than a click.
2162 * These are the co-ordinates of the top-left and bottom-right squares
2163 * in the drag box, respectively, or -1 otherwise.
2171 static game_ui
*new_ui(game_state
*state
)
2173 game_ui
*ui
= snew(game_ui
);
2174 ui
->drag_start_x
= -1;
2175 ui
->drag_start_y
= -1;
2176 ui
->drag_end_x
= -1;
2177 ui
->drag_end_y
= -1;
2178 ui
->dragged
= FALSE
;
2186 static void free_ui(game_ui
*ui
)
2191 static char *encode_ui(game_ui
*ui
)
2196 static void decode_ui(game_ui
*ui
, char *encoding
)
2200 static void coord_round(float x
, float y
, int *xr
, int *yr
)
2202 float xs
, ys
, xv
, yv
, dx
, dy
, dist
;
2205 * Find the nearest square-centre.
2207 xs
= (float)floor(x
) + 0.5F
;
2208 ys
= (float)floor(y
) + 0.5F
;
2211 * And find the nearest grid vertex.
2213 xv
= (float)floor(x
+ 0.5F
);
2214 yv
= (float)floor(y
+ 0.5F
);
2217 * We allocate clicks in parts of the grid square to either
2218 * corners, edges or square centres, as follows:
2234 * In other words: we measure the square distance (i.e.
2235 * max(dx,dy)) from the click to the nearest corner, and if
2236 * it's within CORNER_TOLERANCE then we return a corner click.
2237 * We measure the square distance from the click to the nearest
2238 * centre, and if that's within CENTRE_TOLERANCE we return a
2239 * centre click. Failing that, we find which of the two edge
2240 * centres is nearer to the click and return that edge.
2244 * Check for corner click.
2246 dx
= (float)fabs(x
- xv
);
2247 dy
= (float)fabs(y
- yv
);
2248 dist
= (dx
> dy ? dx
: dy
);
2249 if (dist
< CORNER_TOLERANCE
) {
2254 * Check for centre click.
2256 dx
= (float)fabs(x
- xs
);
2257 dy
= (float)fabs(y
- ys
);
2258 dist
= (dx
> dy ? dx
: dy
);
2259 if (dist
< CENTRE_TOLERANCE
) {
2260 *xr
= 1 + 2 * (int)xs
;
2261 *yr
= 1 + 2 * (int)ys
;
2264 * Failing both of those, see which edge we're closer to.
2265 * Conveniently, this is simply done by testing the relative
2266 * magnitude of dx and dy (which are currently distances from
2267 * the square centre).
2270 /* Vertical edge: x-coord of corner,
2271 * y-coord of square centre. */
2273 *yr
= 1 + 2 * (int)floor(ys
);
2275 /* Horizontal edge: x-coord of square centre,
2276 * y-coord of corner. */
2277 *xr
= 1 + 2 * (int)floor(xs
);
2285 * Returns TRUE if it has made any change to the grid.
2287 static int grid_draw_rect(game_state
*state
,
2288 unsigned char *hedge
, unsigned char *vedge
,
2290 int x1
, int y1
, int x2
, int y2
)
2293 int changed
= FALSE
;
2296 * Draw horizontal edges of rectangles.
2298 for (x
= x1
; x
< x2
; x
++)
2299 for (y
= y1
; y
<= y2
; y
++)
2300 if (HRANGE(state
,x
,y
)) {
2301 int val
= index(state
,hedge
,x
,y
);
2302 if (y
== y1
|| y
== y2
)
2306 changed
= changed
|| (index(state
,hedge
,x
,y
) != val
);
2308 index(state
,hedge
,x
,y
) = val
;
2312 * Draw vertical edges of rectangles.
2314 for (y
= y1
; y
< y2
; y
++)
2315 for (x
= x1
; x
<= x2
; x
++)
2316 if (VRANGE(state
,x
,y
)) {
2317 int val
= index(state
,vedge
,x
,y
);
2318 if (x
== x1
|| x
== x2
)
2322 changed
= changed
|| (index(state
,vedge
,x
,y
) != val
);
2324 index(state
,vedge
,x
,y
) = val
;
2330 static int ui_draw_rect(game_state
*state
, game_ui
*ui
,
2331 unsigned char *hedge
, unsigned char *vedge
, int c
,
2334 return grid_draw_rect(state
, hedge
, vedge
, c
, really
,
2335 ui
->x1
, ui
->y1
, ui
->x2
, ui
->y2
);
2338 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
2339 game_state
*newstate
)
2343 struct game_drawstate
{
2346 unsigned long *visible
;
2349 static char *interpret_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
2350 int x
, int y
, int button
)
2353 int startdrag
= FALSE
, enddrag
= FALSE
, active
= FALSE
;
2356 button
&= ~MOD_MASK
;
2358 if (button
== LEFT_BUTTON
) {
2360 } else if (button
== LEFT_RELEASE
) {
2362 } else if (button
!= LEFT_DRAG
) {
2366 coord_round(FROMCOORD((float)x
), FROMCOORD((float)y
), &xc
, &yc
);
2369 xc
>= 0 && xc
<= 2*from
->w
&&
2370 yc
>= 0 && yc
<= 2*from
->h
) {
2372 ui
->drag_start_x
= xc
;
2373 ui
->drag_start_y
= yc
;
2374 ui
->drag_end_x
= xc
;
2375 ui
->drag_end_y
= yc
;
2376 ui
->dragged
= FALSE
;
2380 if (ui
->drag_start_x
>= 0 &&
2381 (xc
!= ui
->drag_end_x
|| yc
!= ui
->drag_end_y
)) {
2384 ui
->drag_end_x
= xc
;
2385 ui
->drag_end_y
= yc
;
2389 if (xc
>= 0 && xc
<= 2*from
->w
&&
2390 yc
>= 0 && yc
<= 2*from
->h
) {
2391 ui
->x1
= ui
->drag_start_x
;
2392 ui
->x2
= ui
->drag_end_x
;
2393 if (ui
->x2
< ui
->x1
) { t
= ui
->x1
; ui
->x1
= ui
->x2
; ui
->x2
= t
; }
2395 ui
->y1
= ui
->drag_start_y
;
2396 ui
->y2
= ui
->drag_end_y
;
2397 if (ui
->y2
< ui
->y1
) { t
= ui
->y1
; ui
->y1
= ui
->y2
; ui
->y2
= t
; }
2399 ui
->x1
= ui
->x1
/ 2; /* rounds down */
2400 ui
->x2
= (ui
->x2
+1) / 2; /* rounds up */
2401 ui
->y1
= ui
->y1
/ 2; /* rounds down */
2402 ui
->y2
= (ui
->y2
+1) / 2; /* rounds up */
2413 if (enddrag
&& (ui
->drag_start_x
>= 0)) {
2414 if (xc
>= 0 && xc
<= 2*from
->w
&&
2415 yc
>= 0 && yc
<= 2*from
->h
) {
2418 if (ui_draw_rect(from
, ui
, from
->hedge
,
2419 from
->vedge
, 1, FALSE
)) {
2420 sprintf(buf
, "R%d,%d,%d,%d",
2421 ui
->x1
, ui
->y1
, ui
->x2
- ui
->x1
, ui
->y2
- ui
->y1
);
2425 if ((xc
& 1) && !(yc
& 1) && HRANGE(from
,xc
/2,yc
/2)) {
2426 sprintf(buf
, "H%d,%d", xc
/2, yc
/2);
2429 if ((yc
& 1) && !(xc
& 1) && VRANGE(from
,xc
/2,yc
/2)) {
2430 sprintf(buf
, "V%d,%d", xc
/2, yc
/2);
2436 ui
->drag_start_x
= -1;
2437 ui
->drag_start_y
= -1;
2438 ui
->drag_end_x
= -1;
2439 ui
->drag_end_y
= -1;
2444 ui
->dragged
= FALSE
;
2449 return ret
; /* a move has been made */
2451 return ""; /* UI activity has occurred */
2456 static game_state
*execute_move(game_state
*from
, char *move
)
2459 int x1
, y1
, x2
, y2
, mode
;
2461 if (move
[0] == 'S') {
2465 ret
= dup_game(from
);
2466 ret
->cheated
= TRUE
;
2468 for (y
= 0; y
< ret
->h
; y
++)
2469 for (x
= 1; x
< ret
->w
; x
++) {
2470 vedge(ret
, x
, y
) = (*p
== '1');
2473 for (y
= 1; y
< ret
->h
; y
++)
2474 for (x
= 0; x
< ret
->w
; x
++) {
2475 hedge(ret
, x
, y
) = (*p
== '1');
2479 sfree(ret
->correct
);
2480 ret
->correct
= get_correct(ret
);
2484 } else if (move
[0] == 'R' &&
2485 sscanf(move
+1, "%d,%d,%d,%d", &x1
, &y1
, &x2
, &y2
) == 4 &&
2486 x1
>= 0 && x2
>= 0 && x1
+x2
<= from
->w
&&
2487 y1
>= 0 && y2
>= 0 && y1
+y2
<= from
->h
) {
2491 } else if ((move
[0] == 'H' || move
[0] == 'V') &&
2492 sscanf(move
+1, "%d,%d", &x1
, &y1
) == 2 &&
2493 (move
[0] == 'H' ?
HRANGE(from
, x1
, y1
) :
2494 VRANGE(from
, x1
, y1
))) {
2497 return NULL
; /* can't parse move string */
2499 ret
= dup_game(from
);
2502 grid_draw_rect(ret
, ret
->hedge
, ret
->vedge
, 1, TRUE
, x1
, y1
, x2
, y2
);
2503 } else if (mode
== 'H') {
2504 hedge(ret
,x1
,y1
) = !hedge(ret
,x1
,y1
);
2505 } else if (mode
== 'V') {
2506 vedge(ret
,x1
,y1
) = !vedge(ret
,x1
,y1
);
2509 sfree(ret
->correct
);
2510 ret
->correct
= get_correct(ret
);
2513 * We've made a real change to the grid. Check to see
2514 * if the game has been completed.
2516 if (!ret
->completed
) {
2520 for (x
= 0; x
< ret
->w
; x
++)
2521 for (y
= 0; y
< ret
->h
; y
++)
2522 if (!index(ret
, ret
->correct
, x
, y
))
2526 ret
->completed
= TRUE
;
2532 /* ----------------------------------------------------------------------
2536 #define CORRECT (1L<<16)
2538 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
2539 #define MAX4(x,y,z,w) ( max(max(x,y),max(z,w)) )
2541 static void game_compute_size(game_params
*params
, int tilesize
,
2544 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2545 struct { int tilesize
; } ads
, *ds
= &ads
;
2546 ads
.tilesize
= tilesize
;
2548 *x
= params
->w
* TILE_SIZE
+ 2*BORDER
+ 1;
2549 *y
= params
->h
* TILE_SIZE
+ 2*BORDER
+ 1;
2552 static void game_set_size(drawing
*dr
, game_drawstate
*ds
,
2553 game_params
*params
, int tilesize
)
2555 ds
->tilesize
= tilesize
;
2558 static float *game_colours(frontend
*fe
, int *ncolours
)
2560 float *ret
= snewn(3 * NCOLOURS
, float);
2562 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
2564 ret
[COL_GRID
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
2565 ret
[COL_GRID
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
2566 ret
[COL_GRID
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
2568 ret
[COL_DRAG
* 3 + 0] = 1.0F
;
2569 ret
[COL_DRAG
* 3 + 1] = 0.0F
;
2570 ret
[COL_DRAG
* 3 + 2] = 0.0F
;
2572 ret
[COL_CORRECT
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
2573 ret
[COL_CORRECT
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
2574 ret
[COL_CORRECT
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
2576 ret
[COL_LINE
* 3 + 0] = 0.0F
;
2577 ret
[COL_LINE
* 3 + 1] = 0.0F
;
2578 ret
[COL_LINE
* 3 + 2] = 0.0F
;
2580 ret
[COL_TEXT
* 3 + 0] = 0.0F
;
2581 ret
[COL_TEXT
* 3 + 1] = 0.0F
;
2582 ret
[COL_TEXT
* 3 + 2] = 0.0F
;
2584 *ncolours
= NCOLOURS
;
2588 static game_drawstate
*game_new_drawstate(drawing
*dr
, game_state
*state
)
2590 struct game_drawstate
*ds
= snew(struct game_drawstate
);
2593 ds
->started
= FALSE
;
2596 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned long);
2597 ds
->tilesize
= 0; /* not decided yet */
2598 for (i
= 0; i
< ds
->w
* ds
->h
; i
++)
2599 ds
->visible
[i
] = 0xFFFF;
2604 static void game_free_drawstate(drawing
*dr
, game_drawstate
*ds
)
2610 static void draw_tile(drawing
*dr
, game_drawstate
*ds
, game_state
*state
,
2611 int x
, int y
, unsigned char *hedge
, unsigned char *vedge
,
2612 unsigned char *corners
, int correct
)
2614 int cx
= COORD(x
), cy
= COORD(y
);
2617 draw_rect(dr
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1, COL_GRID
);
2618 draw_rect(dr
, cx
+1, cy
+1, TILE_SIZE
-1, TILE_SIZE
-1,
2619 correct ? COL_CORRECT
: COL_BACKGROUND
);
2621 if (grid(state
,x
,y
)) {
2622 sprintf(str
, "%d", grid(state
,x
,y
));
2623 draw_text(dr
, cx
+TILE_SIZE
/2, cy
+TILE_SIZE
/2, FONT_VARIABLE
,
2624 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
, COL_TEXT
, str
);
2630 if (!HRANGE(state
,x
,y
) || index(state
,hedge
,x
,y
))
2631 draw_rect(dr
, cx
, cy
, TILE_SIZE
+1, 2,
2632 HRANGE(state
,x
,y
) ?
COLOUR(index(state
,hedge
,x
,y
)) :
2634 if (!HRANGE(state
,x
,y
+1) || index(state
,hedge
,x
,y
+1))
2635 draw_rect(dr
, cx
, cy
+TILE_SIZE
-1, TILE_SIZE
+1, 2,
2636 HRANGE(state
,x
,y
+1) ?
COLOUR(index(state
,hedge
,x
,y
+1)) :
2638 if (!VRANGE(state
,x
,y
) || index(state
,vedge
,x
,y
))
2639 draw_rect(dr
, cx
, cy
, 2, TILE_SIZE
+1,
2640 VRANGE(state
,x
,y
) ?
COLOUR(index(state
,vedge
,x
,y
)) :
2642 if (!VRANGE(state
,x
+1,y
) || index(state
,vedge
,x
+1,y
))
2643 draw_rect(dr
, cx
+TILE_SIZE
-1, cy
, 2, TILE_SIZE
+1,
2644 VRANGE(state
,x
+1,y
) ?
COLOUR(index(state
,vedge
,x
+1,y
)) :
2650 if (index(state
,corners
,x
,y
))
2651 draw_rect(dr
, cx
, cy
, 2, 2,
2652 COLOUR(index(state
,corners
,x
,y
)));
2653 if (x
+1 < state
->w
&& index(state
,corners
,x
+1,y
))
2654 draw_rect(dr
, cx
+TILE_SIZE
-1, cy
, 2, 2,
2655 COLOUR(index(state
,corners
,x
+1,y
)));
2656 if (y
+1 < state
->h
&& index(state
,corners
,x
,y
+1))
2657 draw_rect(dr
, cx
, cy
+TILE_SIZE
-1, 2, 2,
2658 COLOUR(index(state
,corners
,x
,y
+1)));
2659 if (x
+1 < state
->w
&& y
+1 < state
->h
&& index(state
,corners
,x
+1,y
+1))
2660 draw_rect(dr
, cx
+TILE_SIZE
-1, cy
+TILE_SIZE
-1, 2, 2,
2661 COLOUR(index(state
,corners
,x
+1,y
+1)));
2663 draw_update(dr
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1);
2666 static void game_redraw(drawing
*dr
, game_drawstate
*ds
, game_state
*oldstate
,
2667 game_state
*state
, int dir
, game_ui
*ui
,
2668 float animtime
, float flashtime
)
2671 unsigned char *hedge
, *vedge
, *corners
;
2674 hedge
= snewn(state
->w
*state
->h
, unsigned char);
2675 vedge
= snewn(state
->w
*state
->h
, unsigned char);
2676 memcpy(hedge
, state
->hedge
, state
->w
*state
->h
);
2677 memcpy(vedge
, state
->vedge
, state
->w
*state
->h
);
2678 ui_draw_rect(state
, ui
, hedge
, vedge
, 2, TRUE
);
2680 hedge
= state
->hedge
;
2681 vedge
= state
->vedge
;
2684 corners
= snewn(state
->w
* state
->h
, unsigned char);
2685 memset(corners
, 0, state
->w
* state
->h
);
2686 for (x
= 0; x
< state
->w
; x
++)
2687 for (y
= 0; y
< state
->h
; y
++) {
2689 int e
= index(state
, vedge
, x
, y
);
2690 if (index(state
,corners
,x
,y
) < e
)
2691 index(state
,corners
,x
,y
) = e
;
2692 if (y
+1 < state
->h
&&
2693 index(state
,corners
,x
,y
+1) < e
)
2694 index(state
,corners
,x
,y
+1) = e
;
2697 int e
= index(state
, hedge
, x
, y
);
2698 if (index(state
,corners
,x
,y
) < e
)
2699 index(state
,corners
,x
,y
) = e
;
2700 if (x
+1 < state
->w
&&
2701 index(state
,corners
,x
+1,y
) < e
)
2702 index(state
,corners
,x
+1,y
) = e
;
2708 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
2709 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1, COL_BACKGROUND
);
2710 draw_rect(dr
, COORD(0)-1, COORD(0)-1,
2711 ds
->w
*TILE_SIZE
+3, ds
->h
*TILE_SIZE
+3, COL_LINE
);
2713 draw_update(dr
, 0, 0,
2714 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
2715 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1);
2718 for (x
= 0; x
< state
->w
; x
++)
2719 for (y
= 0; y
< state
->h
; y
++) {
2720 unsigned long c
= 0;
2722 if (HRANGE(state
,x
,y
))
2723 c
|= index(state
,hedge
,x
,y
);
2724 if (HRANGE(state
,x
,y
+1))
2725 c
|= index(state
,hedge
,x
,y
+1) << 2;
2726 if (VRANGE(state
,x
,y
))
2727 c
|= index(state
,vedge
,x
,y
) << 4;
2728 if (VRANGE(state
,x
+1,y
))
2729 c
|= index(state
,vedge
,x
+1,y
) << 6;
2730 c
|= index(state
,corners
,x
,y
) << 8;
2732 c
|= index(state
,corners
,x
+1,y
) << 10;
2734 c
|= index(state
,corners
,x
,y
+1) << 12;
2735 if (x
+1 < state
->w
&& y
+1 < state
->h
)
2736 /* cast to prevent 2<<14 sign-extending on promotion to long */
2737 c
|= (unsigned long)index(state
,corners
,x
+1,y
+1) << 14;
2738 if (index(state
, state
->correct
, x
, y
) && !flashtime
)
2741 if (index(ds
,ds
->visible
,x
,y
) != c
) {
2742 draw_tile(dr
, ds
, state
, x
, y
, hedge
, vedge
, corners
,
2743 (c
& CORRECT
) ?
1 : 0);
2744 index(ds
,ds
->visible
,x
,y
) = c
;
2751 if (ui
->x1
>= 0 && ui
->y1
>= 0 &&
2752 ui
->x2
>= 0 && ui
->y2
>= 0) {
2753 sprintf(buf
, "%dx%d ",
2761 strcat(buf
, "Auto-solved.");
2762 else if (state
->completed
)
2763 strcat(buf
, "COMPLETED!");
2765 status_bar(dr
, buf
);
2768 if (hedge
!= state
->hedge
) {
2776 static float game_anim_length(game_state
*oldstate
,
2777 game_state
*newstate
, int dir
, game_ui
*ui
)
2782 static float game_flash_length(game_state
*oldstate
,
2783 game_state
*newstate
, int dir
, game_ui
*ui
)
2785 if (!oldstate
->completed
&& newstate
->completed
&&
2786 !oldstate
->cheated
&& !newstate
->cheated
)
2791 static int game_timing_state(game_state
*state
, game_ui
*ui
)
2796 static void game_print_size(game_params
*params
, float *x
, float *y
)
2801 * I'll use 5mm squares by default.
2803 game_compute_size(params
, 500, &pw
, &ph
);
2808 static void game_print(drawing
*dr
, game_state
*state
, int tilesize
)
2810 int w
= state
->w
, h
= state
->h
;
2811 int ink
= print_mono_colour(dr
, 0);
2814 /* Ick: fake up `ds->tilesize' for macro expansion purposes */
2815 game_drawstate ads
, *ds
= &ads
;
2816 game_set_size(dr
, ds
, NULL
, tilesize
);
2821 print_line_width(dr
, TILE_SIZE
/ 10);
2822 draw_rect_outline(dr
, COORD(0), COORD(0), w
*TILE_SIZE
, h
*TILE_SIZE
, ink
);
2825 * Grid. We have to make the grid lines particularly thin,
2826 * because users will be drawing lines _along_ them and we want
2827 * those lines to be visible.
2829 print_line_width(dr
, TILE_SIZE
/ 256);
2830 for (x
= 1; x
< w
; x
++)
2831 draw_line(dr
, COORD(x
), COORD(0), COORD(x
), COORD(h
), ink
);
2832 for (y
= 1; y
< h
; y
++)
2833 draw_line(dr
, COORD(0), COORD(y
), COORD(w
), COORD(y
), ink
);
2838 print_line_width(dr
, TILE_SIZE
/ 10);
2839 for (y
= 0; y
<= h
; y
++)
2840 for (x
= 0; x
<= w
; x
++) {
2841 if (HRANGE(state
,x
,y
) && hedge(state
,x
,y
))
2842 draw_line(dr
, COORD(x
), COORD(y
), COORD(x
+1), COORD(y
), ink
);
2843 if (VRANGE(state
,x
,y
) && vedge(state
,x
,y
))
2844 draw_line(dr
, COORD(x
), COORD(y
), COORD(x
), COORD(y
+1), ink
);
2850 for (y
= 0; y
< h
; y
++)
2851 for (x
= 0; x
< w
; x
++)
2852 if (grid(state
,x
,y
)) {
2854 sprintf(str
, "%d", grid(state
,x
,y
));
2855 draw_text(dr
, COORD(x
)+TILE_SIZE
/2, COORD(y
)+TILE_SIZE
/2,
2856 FONT_VARIABLE
, TILE_SIZE
/2,
2857 ALIGN_HCENTRE
| ALIGN_VCENTRE
, ink
, str
);
2862 #define thegame rect
2865 const struct game thegame
= {
2866 "Rectangles", "games.rectangles", "rectangles",
2873 TRUE
, game_configure
, custom_params
,
2881 TRUE
, game_text_format
,
2889 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
2892 game_free_drawstate
,
2896 TRUE
, FALSE
, game_print_size
, game_print
,
2897 TRUE
, /* wants_statusbar */
2898 FALSE
, game_timing_state
,