2 * rect.c: Puzzle from nikoli.co.jp. You have a square grid with
3 * numbers in some squares; you must divide the square grid up into
4 * variously sized rectangles, such that every rectangle contains
5 * exactly one numbered square and the area of each rectangle is
6 * equal to the number contained in it.
12 * - Improve on singleton removal by making an aesthetic choice
13 * about which of the options to take.
15 * - When doing the 3x3 trick in singleton removal, limit the size
16 * of the generated rectangles in accordance with the max
19 * - It might be interesting to deliberately try to place
20 * numbers so as to reduce alternative solution patterns. I
21 * doubt we can do a perfect job of this, but we can make a
22 * start by, for example, noticing pairs of 2-rects
23 * alongside one another and _not_ putting their numbers at
26 * - If we start by sorting the rectlist in descending order
27 * of area, we might be able to bias our random number
28 * selection to produce a few large rectangles more often
29 * than oodles of small ones? Unsure, but might be worth a
32 * - During redraw, do corner analysis centrally in game_redraw()
33 * itself so that we can take it into account when computing the
34 * `visible' array. If we can do this, we can actually _turn on_
35 * the `visible' processing and keep redraws to the minimum
47 const char *const game_name
= "Rectangles";
48 const int game_can_configure
= TRUE
;
64 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
65 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
66 #define grid(state,x,y) index(state, (state)->grid, x, y)
67 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
68 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
70 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
71 (y) >= dy && (y) < (state)->h )
72 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
73 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
74 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
79 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
80 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
84 int *grid
; /* contains the numbers */
85 unsigned char *vedge
; /* (w+1) x h */
86 unsigned char *hedge
; /* w x (h+1) */
89 game_params
*default_params(void)
91 game_params
*ret
= snew(game_params
);
98 int game_fetch_preset(int i
, char **name
, game_params
**params
)
105 case 0: w
= 7, h
= 7; break;
106 case 1: w
= 11, h
= 11; break;
107 case 2: w
= 15, h
= 15; break;
108 case 3: w
= 19, h
= 19; break;
109 default: return FALSE
;
112 sprintf(buf
, "%dx%d", w
, h
);
114 *params
= ret
= snew(game_params
);
120 void free_params(game_params
*params
)
125 game_params
*dup_params(game_params
*params
)
127 game_params
*ret
= snew(game_params
);
128 *ret
= *params
; /* structure copy */
132 config_item
*game_configure(game_params
*params
)
137 ret
= snewn(5, config_item
);
139 ret
[0].name
= "Width";
140 ret
[0].type
= C_STRING
;
141 sprintf(buf
, "%d", params
->w
);
142 ret
[0].sval
= dupstr(buf
);
145 ret
[1].name
= "Height";
146 ret
[1].type
= C_STRING
;
147 sprintf(buf
, "%d", params
->h
);
148 ret
[1].sval
= dupstr(buf
);
159 game_params
*custom_params(config_item
*cfg
)
161 game_params
*ret
= snew(game_params
);
163 ret
->w
= atoi(cfg
[0].sval
);
164 ret
->h
= atoi(cfg
[1].sval
);
169 char *validate_params(game_params
*params
)
171 if (params
->w
<= 0 && params
->h
<= 0)
172 return "Width and height must both be greater than zero";
173 if (params
->w
* params
->h
< 4)
174 return "Total area must be at least 4";
188 static struct rectlist
*get_rectlist(game_params
*params
, int *grid
)
193 struct rect
*rects
= NULL
;
194 int nrects
= 0, rectsize
= 0;
197 * Maximum rectangle area is 1/6 of total grid size.
199 maxarea
= params
->w
* params
->h
/ 6;
201 for (rw
= 1; rw
<= params
->w
; rw
++)
202 for (rh
= 1; rh
<= params
->h
; rh
++) {
203 if (rw
* rh
> maxarea
)
207 for (x
= 0; x
<= params
->w
- rw
; x
++)
208 for (y
= 0; y
<= params
->h
- rh
; y
++) {
210 * We have a candidate rectangle placement. See
211 * if it's unobstructed.
217 for (xx
= x
; xx
< x
+rw
; xx
++)
218 for (yy
= y
; yy
< y
+rh
; yy
++)
219 if (index(params
, grid
, xx
, yy
) >= 0) {
221 goto break1
; /* break both loops at once */
228 if (nrects
>= rectsize
) {
229 rectsize
= nrects
+ 256;
230 rects
= sresize(rects
, rectsize
, struct rect
);
235 rects
[nrects
].w
= rw
;
236 rects
[nrects
].h
= rh
;
242 struct rectlist
*ret
;
243 ret
= snew(struct rectlist
);
248 assert(rects
== NULL
); /* hence no need to free */
253 static void free_rectlist(struct rectlist
*list
)
259 static void place_rect(game_params
*params
, int *grid
, struct rect r
)
261 int idx
= INDEX(params
, r
.x
, r
.y
);
264 for (x
= r
.x
; x
< r
.x
+r
.w
; x
++)
265 for (y
= r
.y
; y
< r
.y
+r
.h
; y
++) {
266 index(params
, grid
, x
, y
) = idx
;
268 #ifdef GENERATION_DIAGNOSTICS
269 printf(" placing rectangle at (%d,%d) size %d x %d\n",
274 static struct rect
find_rect(game_params
*params
, int *grid
, int x
, int y
)
280 * Find the top left of the rectangle.
282 idx
= index(params
, grid
, x
, y
);
288 return r
; /* 1x1 singleton here */
295 * Find the width and height of the rectangle.
298 (x
+w
< params
->w
&& index(params
,grid
,x
+w
,y
)==idx
);
301 (y
+h
< params
->h
&& index(params
,grid
,x
,y
+h
)==idx
);
312 #ifdef GENERATION_DIAGNOSTICS
313 static void display_grid(game_params
*params
, int *grid
, int *numbers
)
315 unsigned char *egrid
= snewn((params
->w
*2+3) * (params
->h
*2+3),
317 memset(egrid
, 0, (params
->w
*2+3) * (params
->h
*2+3));
319 int r
= (params
->w
*2+3);
321 for (x
= 0; x
< params
->w
; x
++)
322 for (y
= 0; y
< params
->h
; y
++) {
323 int i
= index(params
, grid
, x
, y
);
324 if (x
== 0 || index(params
, grid
, x
-1, y
) != i
)
325 egrid
[(2*y
+2) * r
+ (2*x
+1)] = 1;
326 if (x
== params
->w
-1 || index(params
, grid
, x
+1, y
) != i
)
327 egrid
[(2*y
+2) * r
+ (2*x
+3)] = 1;
328 if (y
== 0 || index(params
, grid
, x
, y
-1) != i
)
329 egrid
[(2*y
+1) * r
+ (2*x
+2)] = 1;
330 if (y
== params
->h
-1 || index(params
, grid
, x
, y
+1) != i
)
331 egrid
[(2*y
+3) * r
+ (2*x
+2)] = 1;
334 for (y
= 1; y
< 2*params
->h
+2; y
++) {
335 for (x
= 1; x
< 2*params
->w
+2; x
++) {
337 int k
= index(params
, numbers
, x
/2-1, y
/2-1);
338 if (k
) printf("%2d", k
); else printf(" ");
339 } else if (!((y
&x
)&1)) {
340 int v
= egrid
[y
*r
+x
];
341 if ((y
&1) && v
) v
= '-';
342 if ((x
&1) && v
) v
= '|';
345 if (!(x
&1)) putchar(v
);
348 if (egrid
[y
*r
+(x
+1)]) d
|= 1;
349 if (egrid
[(y
-1)*r
+x
]) d
|= 2;
350 if (egrid
[y
*r
+(x
-1)]) d
|= 4;
351 if (egrid
[(y
+1)*r
+x
]) d
|= 8;
352 c
= " ??+?-++?+|+++++"[d
];
354 if (!(x
&1)) putchar(c
);
364 char *new_game_seed(game_params
*params
, random_state
*rs
)
367 struct rectlist
*list
;
371 grid
= snewn(params
->w
* params
->h
, int);
372 numbers
= snewn(params
->w
* params
->h
, int);
374 for (y
= 0; y
< params
->h
; y
++)
375 for (x
= 0; x
< params
->w
; x
++) {
376 index(params
, grid
, x
, y
) = -1;
377 index(params
, numbers
, x
, y
) = 0;
380 list
= get_rectlist(params
, grid
);
381 assert(list
!= NULL
);
384 * Place rectangles until we can't any more.
386 while (list
->n
> 0) {
391 * Pick a random rectangle.
393 i
= random_upto(rs
, list
->n
);
399 place_rect(params
, grid
, r
);
402 * Winnow the list by removing any rectangles which
406 for (i
= 0; i
< list
->n
; i
++) {
407 struct rect s
= list
->rects
[i
];
408 if (s
.x
+s
.w
<= r
.x
|| r
.x
+r
.w
<= s
.x
||
409 s
.y
+s
.h
<= r
.y
|| r
.y
+r
.h
<= s
.y
)
410 list
->rects
[m
++] = s
;
418 * Deal with singleton spaces remaining in the grid, one by
421 * We do this by making a local change to the layout. There are
422 * several possibilities:
424 * +-----+-----+ Here, we can remove the singleton by
425 * | | | extending the 1x2 rectangle below it
426 * +--+--+-----+ into a 1x3.
434 * +--+--+--+ Here, that trick doesn't work: there's no
435 * | | | 1 x n rectangle with the singleton at one
436 * | | | end. Instead, we extend a 1 x n rectangle
437 * | | | _out_ from the singleton, shaving a layer
438 * +--+--+ | off the end of another rectangle. So if we
439 * | | | | extended up, we'd make our singleton part
440 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
441 * | | | used to be; or we could extend right into
442 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
444 * +-----+--+ Here, we can't even do _that_, since any
445 * | | | direction we choose to extend the singleton
446 * +--+--+ | will produce a new singleton as a result of
447 * | | | | truncating one of the size-2 rectangles.
448 * | +--+--+ Fortunately, this case can _only_ occur when
449 * | | | a singleton is surrounded by four size-2s
450 * +--+-----+ in this fashion; so instead we can simply
451 * replace the whole section with a single 3x3.
453 for (x
= 0; x
< params
->w
; x
++) {
454 for (y
= 0; y
< params
->h
; y
++) {
455 if (index(params
, grid
, x
, y
) < 0) {
458 #ifdef GENERATION_DIAGNOSTICS
459 display_grid(params
, grid
, numbers
);
460 printf("singleton at %d,%d\n", x
, y
);
464 * Check in which directions we can feasibly extend
465 * the singleton. We can extend in a particular
466 * direction iff either:
468 * - the rectangle on that side of the singleton
469 * is not 2x1, and we are at one end of the edge
470 * of it we are touching
472 * - it is 2x1 but we are on its short side.
474 * FIXME: we could plausibly choose between these
475 * based on the sizes of the rectangles they would
479 if (x
< params
->w
-1) {
480 struct rect r
= find_rect(params
, grid
, x
+1, y
);
481 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
482 dirs
[ndirs
++] = 1; /* right */
485 struct rect r
= find_rect(params
, grid
, x
, y
-1);
486 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
487 dirs
[ndirs
++] = 2; /* up */
490 struct rect r
= find_rect(params
, grid
, x
-1, y
);
491 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
492 dirs
[ndirs
++] = 4; /* left */
494 if (y
< params
->h
-1) {
495 struct rect r
= find_rect(params
, grid
, x
, y
+1);
496 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
497 dirs
[ndirs
++] = 8; /* down */
504 which
= random_upto(rs
, ndirs
);
509 assert(x
< params
->w
+1);
510 #ifdef GENERATION_DIAGNOSTICS
511 printf("extending right\n");
513 r1
= find_rect(params
, grid
, x
+1, y
);
524 #ifdef GENERATION_DIAGNOSTICS
525 printf("extending up\n");
527 r1
= find_rect(params
, grid
, x
, y
-1);
538 #ifdef GENERATION_DIAGNOSTICS
539 printf("extending left\n");
541 r1
= find_rect(params
, grid
, x
-1, y
);
551 assert(y
< params
->h
+1);
552 #ifdef GENERATION_DIAGNOSTICS
553 printf("extending down\n");
555 r1
= find_rect(params
, grid
, x
, y
+1);
565 if (r1
.h
> 0 && r1
.w
> 0)
566 place_rect(params
, grid
, r1
);
567 place_rect(params
, grid
, r2
);
571 * Sanity-check that there really is a 3x3
572 * rectangle surrounding this singleton and it
573 * contains absolutely everything we could
578 assert(x
> 0 && x
< params
->w
-1);
579 assert(y
> 0 && y
< params
->h
-1);
581 for (xx
= x
-1; xx
<= x
+1; xx
++)
582 for (yy
= y
-1; yy
<= y
+1; yy
++) {
583 struct rect r
= find_rect(params
,grid
,xx
,yy
);
586 assert(r
.x
+r
.w
-1 <= x
+1);
587 assert(r
.y
+r
.h
-1 <= y
+1);
592 #ifdef GENERATION_DIAGNOSTICS
593 printf("need the 3x3 trick\n");
597 * FIXME: If the maximum rectangle area for
598 * this grid is less than 9, we ought to
599 * subdivide the 3x3 in some fashion. There are
600 * five other possibilities:
605 * - a 3 and three 2s (two different arrangements).
613 place_rect(params
, grid
, r
);
623 for (x
= 0; x
< params
->w
; x
++) {
624 for (y
= 0; y
< params
->h
; y
++) {
625 int idx
= INDEX(params
, x
, y
);
626 if (index(params
, grid
, x
, y
) == idx
) {
627 struct rect r
= find_rect(params
, grid
, x
, y
);
631 * Decide where to put the number.
633 n
= random_upto(rs
, r
.w
*r
.h
);
636 index(params
,numbers
,x
+xx
,y
+yy
) = r
.w
*r
.h
;
641 #ifdef GENERATION_DIAGNOSTICS
642 display_grid(params
, grid
, numbers
);
645 seed
= snewn(11 * params
->w
* params
->h
, char);
648 for (i
= 0; i
<= params
->w
* params
->h
; i
++) {
649 int n
= (i
< params
->w
* params
->h ? numbers
[i
] : -1);
656 int c
= 'a' - 1 + run
;
660 run
-= c
- ('a' - 1);
666 p
+= sprintf(p
, "%d", n
);
678 char *validate_seed(game_params
*params
, char *seed
)
680 int area
= params
->w
* params
->h
;
685 if (n
>= 'a' && n
<= 'z') {
686 squares
+= n
- 'a' + 1;
687 } else if (n
== '_') {
689 } else if (n
> '0' && n
<= '9') {
690 squares
+= atoi(seed
-1);
691 while (*seed
>= '0' && *seed
<= '9')
694 return "Invalid character in game specification";
698 return "Not enough data to fill grid";
701 return "Too much data to fit in grid";
706 game_state
*new_game(game_params
*params
, char *seed
)
708 game_state
*state
= snew(game_state
);
711 state
->w
= params
->w
;
712 state
->h
= params
->h
;
714 area
= state
->w
* state
->h
;
716 state
->grid
= snewn(area
, int);
717 state
->vedge
= snewn(area
, unsigned char);
718 state
->hedge
= snewn(area
, unsigned char);
723 if (n
>= 'a' && n
<= 'z') {
724 int run
= n
- 'a' + 1;
725 assert(i
+ run
<= area
);
727 state
->grid
[i
++] = 0;
728 } else if (n
== '_') {
730 } else if (n
> '0' && n
<= '9') {
732 state
->grid
[i
++] = atoi(seed
-1);
733 while (*seed
>= '0' && *seed
<= '9')
736 assert(!"We can't get here");
741 for (y
= 0; y
< state
->h
; y
++)
742 for (x
= 0; x
< state
->w
; x
++)
743 vedge(state
,x
,y
) = hedge(state
,x
,y
) = 0;
748 game_state
*dup_game(game_state
*state
)
750 game_state
*ret
= snew(game_state
);
755 ret
->vedge
= snewn(state
->w
* state
->h
, unsigned char);
756 ret
->hedge
= snewn(state
->w
* state
->h
, unsigned char);
757 ret
->grid
= snewn(state
->w
* state
->h
, int);
759 memcpy(ret
->grid
, state
->grid
, state
->w
* state
->h
* sizeof(int));
760 memcpy(ret
->vedge
, state
->vedge
, state
->w
*state
->h
*sizeof(unsigned char));
761 memcpy(ret
->hedge
, state
->hedge
, state
->w
*state
->h
*sizeof(unsigned char));
766 void free_game(game_state
*state
)
774 static unsigned char *get_correct(game_state
*state
)
779 ret
= snewn(state
->w
* state
->h
, unsigned char);
780 memset(ret
, 0xFF, state
->w
* state
->h
);
782 for (x
= 0; x
< state
->w
; x
++)
783 for (y
= 0; y
< state
->h
; y
++)
784 if (index(state
,ret
,x
,y
) == 0xFF) {
787 int num
, area
, valid
;
790 * Find a rectangle starting at this point.
793 while (x
+rw
< state
->w
&& !vedge(state
,x
+rw
,y
))
796 while (y
+rh
< state
->h
&& !hedge(state
,x
,y
+rh
))
800 * We know what the dimensions of the rectangle
801 * should be if it's there at all. Find out if we
802 * really have a valid rectangle.
805 /* Check the horizontal edges. */
806 for (xx
= x
; xx
< x
+rw
; xx
++) {
807 for (yy
= y
; yy
<= y
+rh
; yy
++) {
808 int e
= !HRANGE(state
,xx
,yy
) || hedge(state
,xx
,yy
);
809 int ec
= (yy
== y
|| yy
== y
+rh
);
814 /* Check the vertical edges. */
815 for (yy
= y
; yy
< y
+rh
; yy
++) {
816 for (xx
= x
; xx
<= x
+rw
; xx
++) {
817 int e
= !VRANGE(state
,xx
,yy
) || vedge(state
,xx
,yy
);
818 int ec
= (xx
== x
|| xx
== x
+rw
);
825 * If this is not a valid rectangle with no other
826 * edges inside it, we just mark this square as not
827 * complete and proceed to the next square.
830 index(state
, ret
, x
, y
) = 0;
835 * We have a rectangle. Now see what its area is,
836 * and how many numbers are in it.
840 for (xx
= x
; xx
< x
+rw
; xx
++) {
841 for (yy
= y
; yy
< y
+rh
; yy
++) {
843 if (grid(state
,xx
,yy
)) {
845 valid
= FALSE
; /* two numbers */
846 num
= grid(state
,xx
,yy
);
854 * Now fill in the whole rectangle based on the
857 for (xx
= x
; xx
< x
+rw
; xx
++) {
858 for (yy
= y
; yy
< y
+rh
; yy
++) {
859 index(state
, ret
, xx
, yy
) = valid
;
869 * These coordinates are 2 times the obvious grid coordinates.
870 * Hence, the top left of the grid is (0,0), the grid point to
871 * the right of that is (2,0), the one _below that_ is (2,2)
872 * and so on. This is so that we can specify a drag start point
873 * on an edge (one odd coordinate) or in the middle of a square
874 * (two odd coordinates) rather than always at a corner.
876 * -1,-1 means no drag is in progress.
883 * This flag is set as soon as a dragging action moves the
884 * mouse pointer away from its starting point, so that even if
885 * the pointer _returns_ to its starting point the action is
886 * treated as a small drag rather than a click.
891 game_ui
*new_ui(game_state
*state
)
893 game_ui
*ui
= snew(game_ui
);
894 ui
->drag_start_x
= -1;
895 ui
->drag_start_y
= -1;
902 void free_ui(game_ui
*ui
)
907 int coord_round(float coord
)
913 * Find the nearest integer.
915 i
= (int)(coord
+ 0.5F
);
918 * Find the distance from us to that integer.
920 dist
= (float)fabs(coord
- (float)i
);
923 * If we're within the tolerance limit, return the edge
924 * coordinate. Otherwise, return the centre coordinate.
929 return 1 + 2 * (int)coord
;
932 static void ui_draw_rect(game_state
*state
, game_ui
*ui
,
933 unsigned char *hedge
, unsigned char *vedge
, int c
)
935 int x1
, x2
, y1
, y2
, x
, y
, t
;
937 x1
= ui
->drag_start_x
;
939 if (x2
< x1
) { t
= x1
; x1
= x2
; x2
= t
; }
941 y1
= ui
->drag_start_y
;
943 if (y2
< y1
) { t
= y1
; y1
= y2
; y2
= t
; }
945 x1
= x1
/ 2; /* rounds down */
946 x2
= (x2
+1) / 2; /* rounds up */
947 y1
= y1
/ 2; /* rounds down */
948 y2
= (y2
+1) / 2; /* rounds up */
951 * Draw horizontal edges of rectangles.
953 for (x
= x1
; x
< x2
; x
++)
954 for (y
= y1
; y
<= y2
; y
++)
955 if (HRANGE(state
,x
,y
)) {
956 int val
= index(state
,hedge
,x
,y
);
957 if (y
== y1
|| y
== y2
)
961 index(state
,hedge
,x
,y
) = val
;
965 * Draw vertical edges of rectangles.
967 for (y
= y1
; y
< y2
; y
++)
968 for (x
= x1
; x
<= x2
; x
++)
969 if (VRANGE(state
,x
,y
)) {
970 int val
= index(state
,vedge
,x
,y
);
971 if (x
== x1
|| x
== x2
)
975 index(state
,vedge
,x
,y
) = val
;
979 game_state
*make_move(game_state
*from
, game_ui
*ui
, int x
, int y
, int button
)
982 int startdrag
= FALSE
, enddrag
= FALSE
, active
= FALSE
;
985 if (button
== LEFT_BUTTON
) {
987 } else if (button
== LEFT_RELEASE
) {
989 } else if (button
!= LEFT_DRAG
) {
993 xc
= coord_round(FROMCOORD((float)x
));
994 yc
= coord_round(FROMCOORD((float)y
));
997 ui
->drag_start_x
= xc
;
998 ui
->drag_start_y
= yc
;
1000 ui
->drag_end_y
= yc
;
1001 ui
->dragged
= FALSE
;
1005 if (xc
!= ui
->drag_end_x
|| yc
!= ui
->drag_end_y
) {
1006 ui
->drag_end_x
= xc
;
1007 ui
->drag_end_y
= yc
;
1015 if (xc
>= 0 && xc
<= 2*from
->w
&&
1016 yc
>= 0 && yc
<= 2*from
->h
) {
1017 ret
= dup_game(from
);
1020 ui_draw_rect(ret
, ui
, ret
->hedge
, ret
->vedge
, 1);
1022 if ((xc
& 1) && !(yc
& 1) && HRANGE(from
,xc
/2,yc
/2)) {
1023 hedge(ret
,xc
/2,yc
/2) = !hedge(ret
,xc
/2,yc
/2);
1025 if ((yc
& 1) && !(xc
& 1) && VRANGE(from
,xc
/2,yc
/2)) {
1026 vedge(ret
,xc
/2,yc
/2) = !vedge(ret
,xc
/2,yc
/2);
1030 if (!memcmp(ret
->hedge
, from
->hedge
, from
->w
*from
->h
) &&
1031 !memcmp(ret
->vedge
, from
->vedge
, from
->w
*from
->h
)) {
1037 ui
->drag_start_x
= -1;
1038 ui
->drag_start_y
= -1;
1039 ui
->drag_end_x
= -1;
1040 ui
->drag_end_y
= -1;
1041 ui
->dragged
= FALSE
;
1046 return ret
; /* a move has been made */
1048 return from
; /* UI activity has occurred */
1053 /* ----------------------------------------------------------------------
1059 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1060 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1061 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
1063 struct game_drawstate
{
1066 unsigned short *visible
;
1069 void game_size(game_params
*params
, int *x
, int *y
)
1071 *x
= params
->w
* TILE_SIZE
+ 2*BORDER
+ 1;
1072 *y
= params
->h
* TILE_SIZE
+ 2*BORDER
+ 1;
1075 float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
1077 float *ret
= snewn(3 * NCOLOURS
, float);
1079 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1081 ret
[COL_GRID
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1082 ret
[COL_GRID
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1083 ret
[COL_GRID
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
1085 ret
[COL_DRAG
* 3 + 0] = 1.0F
;
1086 ret
[COL_DRAG
* 3 + 1] = 0.0F
;
1087 ret
[COL_DRAG
* 3 + 2] = 0.0F
;
1089 ret
[COL_CORRECT
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1090 ret
[COL_CORRECT
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1091 ret
[COL_CORRECT
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1093 ret
[COL_LINE
* 3 + 0] = 0.0F
;
1094 ret
[COL_LINE
* 3 + 1] = 0.0F
;
1095 ret
[COL_LINE
* 3 + 2] = 0.0F
;
1097 ret
[COL_TEXT
* 3 + 0] = 0.0F
;
1098 ret
[COL_TEXT
* 3 + 1] = 0.0F
;
1099 ret
[COL_TEXT
* 3 + 2] = 0.0F
;
1101 *ncolours
= NCOLOURS
;
1105 game_drawstate
*game_new_drawstate(game_state
*state
)
1107 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1110 ds
->started
= FALSE
;
1113 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned short);
1114 for (i
= 0; i
< ds
->w
* ds
->h
; i
++)
1115 ds
->visible
[i
] = 0xFFFF;
1120 void game_free_drawstate(game_drawstate
*ds
)
1126 void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
1127 unsigned char *hedge
, unsigned char *vedge
, int correct
)
1129 int cx
= COORD(x
), cy
= COORD(y
);
1132 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1, COL_GRID
);
1133 draw_rect(fe
, cx
+1, cy
+1, TILE_SIZE
-1, TILE_SIZE
-1,
1134 correct ? COL_CORRECT
: COL_BACKGROUND
);
1136 if (grid(state
,x
,y
)) {
1137 sprintf(str
, "%d", grid(state
,x
,y
));
1138 draw_text(fe
, cx
+TILE_SIZE
/2, cy
+TILE_SIZE
/2, FONT_VARIABLE
,
1139 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
, COL_TEXT
, str
);
1145 if (!HRANGE(state
,x
,y
) || index(state
,hedge
,x
,y
))
1146 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, 2,
1147 HRANGE(state
,x
,y
) ?
COLOUR(index(state
,hedge
,x
,y
)) :
1149 if (!HRANGE(state
,x
,y
+1) || index(state
,hedge
,x
,y
+1))
1150 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, TILE_SIZE
+1, 2,
1151 HRANGE(state
,x
,y
+1) ?
COLOUR(index(state
,hedge
,x
,y
+1)) :
1153 if (!VRANGE(state
,x
,y
) || index(state
,vedge
,x
,y
))
1154 draw_rect(fe
, cx
, cy
, 2, TILE_SIZE
+1,
1155 VRANGE(state
,x
,y
) ?
COLOUR(index(state
,vedge
,x
,y
)) :
1157 if (!VRANGE(state
,x
+1,y
) || index(state
,vedge
,x
+1,y
))
1158 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, TILE_SIZE
+1,
1159 VRANGE(state
,x
+1,y
) ?
COLOUR(index(state
,vedge
,x
+1,y
)) :
1165 if ((HRANGE(state
,x
-1,y
) && index(state
,hedge
,x
-1,y
)) ||
1166 (VRANGE(state
,x
,y
-1) && index(state
,vedge
,x
,y
-1)))
1167 draw_rect(fe
, cx
, cy
, 2, 2,
1168 COLOUR(MAX4(index(state
,hedge
,x
-1,y
),
1169 index(state
,vedge
,x
,y
-1),
1170 index(state
,hedge
,x
,y
),
1171 index(state
,vedge
,x
,y
))));
1172 if ((HRANGE(state
,x
+1,y
) && index(state
,hedge
,x
+1,y
)) ||
1173 (VRANGE(state
,x
+1,y
-1) && index(state
,vedge
,x
+1,y
-1)))
1174 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, 2,
1175 COLOUR(MAX4(index(state
,hedge
,x
+1,y
),
1176 index(state
,vedge
,x
+1,y
-1),
1177 index(state
,hedge
,x
,y
),
1178 index(state
,vedge
,x
+1,y
))));
1179 if ((HRANGE(state
,x
-1,y
+1) && index(state
,hedge
,x
-1,y
+1)) ||
1180 (VRANGE(state
,x
,y
+1) && index(state
,vedge
,x
,y
+1)))
1181 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, 2, 2,
1182 COLOUR(MAX4(index(state
,hedge
,x
-1,y
+1),
1183 index(state
,vedge
,x
,y
+1),
1184 index(state
,hedge
,x
,y
+1),
1185 index(state
,vedge
,x
,y
))));
1186 if ((HRANGE(state
,x
+1,y
+1) && index(state
,hedge
,x
+1,y
+1)) ||
1187 (VRANGE(state
,x
+1,y
+1) && index(state
,vedge
,x
+1,y
+1)))
1188 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
+TILE_SIZE
-1, 2, 2,
1189 COLOUR(MAX4(index(state
,hedge
,x
+1,y
+1),
1190 index(state
,vedge
,x
+1,y
+1),
1191 index(state
,hedge
,x
,y
+1),
1192 index(state
,vedge
,x
+1,y
))));
1194 draw_update(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1);
1197 void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1198 game_state
*state
, game_ui
*ui
,
1199 float animtime
, float flashtime
)
1202 unsigned char *correct
;
1203 unsigned char *hedge
, *vedge
;
1205 correct
= get_correct(state
);
1208 hedge
= snewn(state
->w
*state
->h
, unsigned char);
1209 vedge
= snewn(state
->w
*state
->h
, unsigned char);
1210 memcpy(hedge
, state
->hedge
, state
->w
*state
->h
);
1211 memcpy(vedge
, state
->vedge
, state
->w
*state
->h
);
1212 ui_draw_rect(state
, ui
, hedge
, vedge
, 2);
1214 hedge
= state
->hedge
;
1215 vedge
= state
->vedge
;
1220 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
1221 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1, COL_BACKGROUND
);
1222 draw_rect(fe
, COORD(0)-1, COORD(0)-1,
1223 ds
->w
*TILE_SIZE
+3, ds
->h
*TILE_SIZE
+3, COL_LINE
);
1227 for (x
= 0; x
< state
->w
; x
++)
1228 for (y
= 0; y
< state
->h
; y
++) {
1229 unsigned short c
= 0;
1231 if (HRANGE(state
,x
,y
))
1232 c
|= index(state
,hedge
,x
,y
);
1233 if (HRANGE(state
,x
+1,y
))
1234 c
|= index(state
,hedge
,x
+1,y
) << 2;
1235 if (VRANGE(state
,x
,y
))
1236 c
|= index(state
,vedge
,x
,y
) << 4;
1237 if (VRANGE(state
,x
,y
+1))
1238 c
|= index(state
,vedge
,x
,y
+1) << 6;
1239 if (index(state
, correct
, x
, y
))
1242 if (index(ds
,ds
->visible
,x
,y
) != c
) {
1243 draw_tile(fe
, state
, x
, y
, hedge
, vedge
, c
& CORRECT
);
1244 /* index(ds,ds->visible,x,y) = c; */
1248 if (hedge
!= state
->hedge
) {
1256 float game_anim_length(game_state
*oldstate
, game_state
*newstate
)
1261 float game_flash_length(game_state
*oldstate
, game_state
*newstate
)
1266 int game_wants_statusbar(void)