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
57 #define INDEX(state, x, y) (((y) * (state)->w) + (x))
58 #define index(state, a, x, y) ((a) [ INDEX(state,x,y) ])
59 #define grid(state,x,y) index(state, (state)->grid, x, y)
60 #define vedge(state,x,y) index(state, (state)->vedge, x, y)
61 #define hedge(state,x,y) index(state, (state)->hedge, x, y)
63 #define CRANGE(state,x,y,dx,dy) ( (x) >= dx && (x) < (state)->w && \
64 (y) >= dy && (y) < (state)->h )
65 #define RANGE(state,x,y) CRANGE(state,x,y,0,0)
66 #define HRANGE(state,x,y) CRANGE(state,x,y,0,1)
67 #define VRANGE(state,x,y) CRANGE(state,x,y,1,0)
72 #define CORNER_TOLERANCE 0.15F
73 #define CENTRE_TOLERANCE 0.15F
75 #define FLASH_TIME 0.13F
77 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
78 #define FROMCOORD(x) ( ((x) - BORDER) / TILE_SIZE )
82 int *grid
; /* contains the numbers */
83 unsigned char *vedge
; /* (w+1) x h */
84 unsigned char *hedge
; /* w x (h+1) */
85 int completed
, cheated
;
88 static game_params
*default_params(void)
90 game_params
*ret
= snew(game_params
);
93 ret
->expandfactor
= 0.0F
;
98 static 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
);
117 ret
->expandfactor
= 0.0F
;
121 static void free_params(game_params
*params
)
126 static game_params
*dup_params(game_params
*params
)
128 game_params
*ret
= snew(game_params
);
129 *ret
= *params
; /* structure copy */
133 static void decode_params(game_params
*ret
, char const *string
)
135 ret
->w
= ret
->h
= atoi(string
);
136 while (*string
&& isdigit((unsigned char)*string
)) string
++;
137 if (*string
== 'x') {
139 ret
->h
= atoi(string
);
140 while (*string
&& isdigit((unsigned char)*string
)) string
++;
142 if (*string
== 'e') {
144 ret
->expandfactor
= atof(string
);
148 static char *encode_params(game_params
*params
, int full
)
152 sprintf(data
, "%dx%d", params
->w
, params
->h
);
153 if (full
&& params
->expandfactor
)
154 sprintf(data
+ strlen(data
), "e%g", params
->expandfactor
);
159 static config_item
*game_configure(game_params
*params
)
164 ret
= snewn(5, config_item
);
166 ret
[0].name
= "Width";
167 ret
[0].type
= C_STRING
;
168 sprintf(buf
, "%d", params
->w
);
169 ret
[0].sval
= dupstr(buf
);
172 ret
[1].name
= "Height";
173 ret
[1].type
= C_STRING
;
174 sprintf(buf
, "%d", params
->h
);
175 ret
[1].sval
= dupstr(buf
);
178 ret
[2].name
= "Expansion factor";
179 ret
[2].type
= C_STRING
;
180 sprintf(buf
, "%g", params
->expandfactor
);
181 ret
[2].sval
= dupstr(buf
);
192 static game_params
*custom_params(config_item
*cfg
)
194 game_params
*ret
= snew(game_params
);
196 ret
->w
= atoi(cfg
[0].sval
);
197 ret
->h
= atoi(cfg
[1].sval
);
198 ret
->expandfactor
= atof(cfg
[2].sval
);
203 static char *validate_params(game_params
*params
)
205 if (params
->w
<= 0 && params
->h
<= 0)
206 return "Width and height must both be greater than zero";
207 if (params
->w
< 2 && params
->h
< 2)
208 return "Grid area must be greater than one";
209 if (params
->expandfactor
< 0.0F
)
210 return "Expansion factor may not be negative";
224 static struct rectlist
*get_rectlist(game_params
*params
, int *grid
)
229 struct rect
*rects
= NULL
;
230 int nrects
= 0, rectsize
= 0;
233 * Maximum rectangle area is 1/6 of total grid size, unless
234 * this means we can't place any rectangles at all in which
235 * case we set it to 2 at minimum.
237 maxarea
= params
->w
* params
->h
/ 6;
241 for (rw
= 1; rw
<= params
->w
; rw
++)
242 for (rh
= 1; rh
<= params
->h
; rh
++) {
243 if (rw
* rh
> maxarea
)
247 for (x
= 0; x
<= params
->w
- rw
; x
++)
248 for (y
= 0; y
<= params
->h
- rh
; y
++) {
249 if (nrects
>= rectsize
) {
250 rectsize
= nrects
+ 256;
251 rects
= sresize(rects
, rectsize
, struct rect
);
256 rects
[nrects
].w
= rw
;
257 rects
[nrects
].h
= rh
;
263 struct rectlist
*ret
;
264 ret
= snew(struct rectlist
);
269 assert(rects
== NULL
); /* hence no need to free */
274 static void free_rectlist(struct rectlist
*list
)
280 static void place_rect(game_params
*params
, int *grid
, struct rect r
)
282 int idx
= INDEX(params
, r
.x
, r
.y
);
285 for (x
= r
.x
; x
< r
.x
+r
.w
; x
++)
286 for (y
= r
.y
; y
< r
.y
+r
.h
; y
++) {
287 index(params
, grid
, x
, y
) = idx
;
289 #ifdef GENERATION_DIAGNOSTICS
290 printf(" placing rectangle at (%d,%d) size %d x %d\n",
295 static struct rect
find_rect(game_params
*params
, int *grid
, int x
, int y
)
301 * Find the top left of the rectangle.
303 idx
= index(params
, grid
, x
, y
);
309 return r
; /* 1x1 singleton here */
316 * Find the width and height of the rectangle.
319 (x
+w
< params
->w
&& index(params
,grid
,x
+w
,y
)==idx
);
322 (y
+h
< params
->h
&& index(params
,grid
,x
,y
+h
)==idx
);
333 #ifdef GENERATION_DIAGNOSTICS
334 static void display_grid(game_params
*params
, int *grid
, int *numbers
, int all
)
336 unsigned char *egrid
= snewn((params
->w
*2+3) * (params
->h
*2+3),
339 int r
= (params
->w
*2+3);
341 memset(egrid
, 0, (params
->w
*2+3) * (params
->h
*2+3));
343 for (x
= 0; x
< params
->w
; x
++)
344 for (y
= 0; y
< params
->h
; y
++) {
345 int i
= index(params
, grid
, x
, y
);
346 if (x
== 0 || index(params
, grid
, x
-1, y
) != i
)
347 egrid
[(2*y
+2) * r
+ (2*x
+1)] = 1;
348 if (x
== params
->w
-1 || index(params
, grid
, x
+1, y
) != i
)
349 egrid
[(2*y
+2) * r
+ (2*x
+3)] = 1;
350 if (y
== 0 || index(params
, grid
, x
, y
-1) != i
)
351 egrid
[(2*y
+1) * r
+ (2*x
+2)] = 1;
352 if (y
== params
->h
-1 || index(params
, grid
, x
, y
+1) != i
)
353 egrid
[(2*y
+3) * r
+ (2*x
+2)] = 1;
356 for (y
= 1; y
< 2*params
->h
+2; y
++) {
357 for (x
= 1; x
< 2*params
->w
+2; x
++) {
359 int k
= numbers ?
index(params
, numbers
, x
/2-1, y
/2-1) : 0;
360 if (k
|| (all
&& numbers
)) printf("%2d", k
); else printf(" ");
361 } else if (!((y
&x
)&1)) {
362 int v
= egrid
[y
*r
+x
];
363 if ((y
&1) && v
) v
= '-';
364 if ((x
&1) && v
) v
= '|';
367 if (!(x
&1)) putchar(v
);
370 if (egrid
[y
*r
+(x
+1)]) d
|= 1;
371 if (egrid
[(y
-1)*r
+x
]) d
|= 2;
372 if (egrid
[y
*r
+(x
-1)]) d
|= 4;
373 if (egrid
[(y
+1)*r
+x
]) d
|= 8;
374 c
= " ??+?-++?+|+++++"[d
];
376 if (!(x
&1)) putchar(c
);
386 struct game_aux_info
{
388 unsigned char *vedge
; /* (w+1) x h */
389 unsigned char *hedge
; /* w x (h+1) */
392 static char *new_game_desc(game_params
*params
, random_state
*rs
,
396 struct rectlist
*list
;
397 int x
, y
, y2
, y2last
, yx
, run
, i
;
399 game_params params2real
, *params2
= ¶ms2real
;
402 * Set up the smaller width and height which we will use to
403 * generate the base grid.
405 params2
->w
= params
->w
/ (1.0F
+ params
->expandfactor
);
406 if (params2
->w
< 2 && params
->w
>= 2) params2
->w
= 2;
407 params2
->h
= params
->h
/ (1.0F
+ params
->expandfactor
);
408 if (params2
->h
< 2 && params
->h
>= 2) params2
->h
= 2;
410 grid
= snewn(params2
->w
* params2
->h
, int);
412 for (y
= 0; y
< params2
->h
; y
++)
413 for (x
= 0; x
< params2
->w
; x
++) {
414 index(params2
, grid
, x
, y
) = -1;
417 list
= get_rectlist(params2
, grid
);
418 assert(list
!= NULL
);
421 * Place rectangles until we can't any more.
423 while (list
->n
> 0) {
428 * Pick a random rectangle.
430 i
= random_upto(rs
, list
->n
);
436 place_rect(params2
, grid
, r
);
439 * Winnow the list by removing any rectangles which
443 for (i
= 0; i
< list
->n
; i
++) {
444 struct rect s
= list
->rects
[i
];
445 if (s
.x
+s
.w
<= r
.x
|| r
.x
+r
.w
<= s
.x
||
446 s
.y
+s
.h
<= r
.y
|| r
.y
+r
.h
<= s
.y
)
447 list
->rects
[m
++] = s
;
455 * Deal with singleton spaces remaining in the grid, one by
458 * We do this by making a local change to the layout. There are
459 * several possibilities:
461 * +-----+-----+ Here, we can remove the singleton by
462 * | | | extending the 1x2 rectangle below it
463 * +--+--+-----+ into a 1x3.
471 * +--+--+--+ Here, that trick doesn't work: there's no
472 * | | | 1 x n rectangle with the singleton at one
473 * | | | end. Instead, we extend a 1 x n rectangle
474 * | | | _out_ from the singleton, shaving a layer
475 * +--+--+ | off the end of another rectangle. So if we
476 * | | | | extended up, we'd make our singleton part
477 * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
478 * | | | used to be; or we could extend right into
479 * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
481 * +-----+--+ Here, we can't even do _that_, since any
482 * | | | direction we choose to extend the singleton
483 * +--+--+ | will produce a new singleton as a result of
484 * | | | | truncating one of the size-2 rectangles.
485 * | +--+--+ Fortunately, this case can _only_ occur when
486 * | | | a singleton is surrounded by four size-2s
487 * +--+-----+ in this fashion; so instead we can simply
488 * replace the whole section with a single 3x3.
490 for (x
= 0; x
< params2
->w
; x
++) {
491 for (y
= 0; y
< params2
->h
; y
++) {
492 if (index(params2
, grid
, x
, y
) < 0) {
495 #ifdef GENERATION_DIAGNOSTICS
496 display_grid(params2
, grid
, NULL
, FALSE
);
497 printf("singleton at %d,%d\n", x
, y
);
501 * Check in which directions we can feasibly extend
502 * the singleton. We can extend in a particular
503 * direction iff either:
505 * - the rectangle on that side of the singleton
506 * is not 2x1, and we are at one end of the edge
507 * of it we are touching
509 * - it is 2x1 but we are on its short side.
511 * FIXME: we could plausibly choose between these
512 * based on the sizes of the rectangles they would
516 if (x
< params2
->w
-1) {
517 struct rect r
= find_rect(params2
, grid
, x
+1, y
);
518 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
519 dirs
[ndirs
++] = 1; /* right */
522 struct rect r
= find_rect(params2
, grid
, x
, y
-1);
523 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
524 dirs
[ndirs
++] = 2; /* up */
527 struct rect r
= find_rect(params2
, grid
, x
-1, y
);
528 if ((r
.w
* r
.h
> 2 && (r
.y
==y
|| r
.y
+r
.h
-1==y
)) || r
.h
==1)
529 dirs
[ndirs
++] = 4; /* left */
531 if (y
< params2
->h
-1) {
532 struct rect r
= find_rect(params2
, grid
, x
, y
+1);
533 if ((r
.w
* r
.h
> 2 && (r
.x
==x
|| r
.x
+r
.w
-1==x
)) || r
.w
==1)
534 dirs
[ndirs
++] = 8; /* down */
541 which
= random_upto(rs
, ndirs
);
546 assert(x
< params2
->w
+1);
547 #ifdef GENERATION_DIAGNOSTICS
548 printf("extending right\n");
550 r1
= find_rect(params2
, grid
, x
+1, y
);
561 #ifdef GENERATION_DIAGNOSTICS
562 printf("extending up\n");
564 r1
= find_rect(params2
, grid
, x
, y
-1);
575 #ifdef GENERATION_DIAGNOSTICS
576 printf("extending left\n");
578 r1
= find_rect(params2
, grid
, x
-1, y
);
588 assert(y
< params2
->h
+1);
589 #ifdef GENERATION_DIAGNOSTICS
590 printf("extending down\n");
592 r1
= find_rect(params2
, grid
, x
, y
+1);
602 if (r1
.h
> 0 && r1
.w
> 0)
603 place_rect(params2
, grid
, r1
);
604 place_rect(params2
, grid
, r2
);
608 * Sanity-check that there really is a 3x3
609 * rectangle surrounding this singleton and it
610 * contains absolutely everything we could
615 assert(x
> 0 && x
< params2
->w
-1);
616 assert(y
> 0 && y
< params2
->h
-1);
618 for (xx
= x
-1; xx
<= x
+1; xx
++)
619 for (yy
= y
-1; yy
<= y
+1; yy
++) {
620 struct rect r
= find_rect(params2
,grid
,xx
,yy
);
623 assert(r
.x
+r
.w
-1 <= x
+1);
624 assert(r
.y
+r
.h
-1 <= y
+1);
629 #ifdef GENERATION_DIAGNOSTICS
630 printf("need the 3x3 trick\n");
634 * FIXME: If the maximum rectangle area for
635 * this grid is less than 9, we ought to
636 * subdivide the 3x3 in some fashion. There are
637 * five other possibilities:
642 * - a 3 and three 2s (two different arrangements).
650 place_rect(params2
, grid
, r
);
658 * We have now constructed a grid of the size specified in
659 * params2. Now we extend it into a grid of the size specified
660 * in params. We do this in two passes: we extend it vertically
661 * until it's the right height, then we transpose it, then
662 * extend it vertically again (getting it effectively the right
663 * width), then finally transpose again.
665 for (i
= 0; i
< 2; i
++) {
666 int *grid2
, *expand
, *where
;
667 game_params params3real
, *params3
= ¶ms3real
;
669 #ifdef GENERATION_DIAGNOSTICS
670 printf("before expansion:\n");
671 display_grid(params2
, grid
, NULL
, TRUE
);
675 * Set up the new grid.
677 grid2
= snewn(params2
->w
* params
->h
, int);
678 expand
= snewn(params2
->h
-1, int);
679 where
= snewn(params2
->w
, int);
680 params3
->w
= params2
->w
;
681 params3
->h
= params
->h
;
684 * Decide which horizontal edges are going to get expanded,
687 for (y
= 0; y
< params2
->h
-1; y
++)
689 for (y
= params2
->h
; y
< params
->h
; y
++) {
690 x
= random_upto(rs
, params2
->h
-1);
694 #ifdef GENERATION_DIAGNOSTICS
695 printf("expand[] = {");
696 for (y
= 0; y
< params2
->h
-1; y
++)
697 printf(" %d", expand
[y
]);
702 * Perform the expansion. The way this works is that we
705 * - copy a row from grid into grid2
707 * - invent some number of additional rows in grid2 where
708 * there was previously only a horizontal line between
709 * rows in grid, and make random decisions about where
710 * among these to place each rectangle edge that ran
713 for (y
= y2
= y2last
= 0; y
< params2
->h
; y
++) {
715 * Copy a single line from row y of grid into row y2 of
718 for (x
= 0; x
< params2
->w
; x
++) {
719 int val
= index(params2
, grid
, x
, y
);
720 if (val
/ params2
->w
== y
&& /* rect starts on this line */
721 (y2
== 0 || /* we're at the very top, or... */
722 index(params3
, grid2
, x
, y2
-1) / params3
->w
< y2last
723 /* this rect isn't already started */))
724 index(params3
, grid2
, x
, y2
) =
725 INDEX(params3
, val
% params2
->w
, y2
);
727 index(params3
, grid2
, x
, y2
) =
728 index(params3
, grid2
, x
, y2
-1);
732 * If that was the last line, terminate the loop early.
734 if (++y2
== params3
->h
)
740 * Invent some number of additional lines. First walk
741 * along this line working out where to put all the
742 * edges that coincide with it.
745 for (x
= 0; x
< params2
->w
; x
++) {
746 if (index(params2
, grid
, x
, y
) !=
747 index(params2
, grid
, x
, y
+1)) {
749 * This is a horizontal edge, so it needs
753 (index(params2
, grid
, x
-1, y
) !=
754 index(params2
, grid
, x
, y
) &&
755 index(params2
, grid
, x
-1, y
+1) !=
756 index(params2
, grid
, x
, y
+1))) {
758 * Here we have the chance to make a new
761 yx
= random_upto(rs
, expand
[y
]+1);
764 * Here we just reuse the previous value of
773 for (yx
= 0; yx
< expand
[y
]; yx
++) {
775 * Invent a single row. For each square in the row,
776 * we copy the grid entry from the square above it,
777 * unless we're starting the new rectangle here.
779 for (x
= 0; x
< params2
->w
; x
++) {
780 if (yx
== where
[x
]) {
781 int val
= index(params2
, grid
, x
, y
+1);
783 val
= INDEX(params3
, val
, y2
);
784 index(params3
, grid2
, x
, y2
) = val
;
786 index(params3
, grid2
, x
, y2
) =
787 index(params3
, grid2
, x
, y2
-1);
797 #ifdef GENERATION_DIAGNOSTICS
798 printf("after expansion:\n");
799 display_grid(params3
, grid2
, NULL
, TRUE
);
804 params2
->w
= params3
->h
;
805 params2
->h
= params3
->w
;
807 grid
= snewn(params2
->w
* params2
->h
, int);
808 for (x
= 0; x
< params2
->w
; x
++)
809 for (y
= 0; y
< params2
->h
; y
++) {
810 int idx1
= INDEX(params2
, x
, y
);
811 int idx2
= INDEX(params3
, y
, x
);
815 tmp
= (tmp
% params3
->w
) * params2
->w
+ (tmp
/ params3
->w
);
824 params
->w
= params
->h
;
828 #ifdef GENERATION_DIAGNOSTICS
829 printf("after transposition:\n");
830 display_grid(params2
, grid
, NULL
, TRUE
);
835 * Store the rectangle data in the game_aux_info.
838 game_aux_info
*ai
= snew(game_aux_info
);
842 ai
->vedge
= snewn(ai
->w
* ai
->h
, unsigned char);
843 ai
->hedge
= snewn(ai
->w
* ai
->h
, unsigned char);
845 for (y
= 0; y
< params
->h
; y
++)
846 for (x
= 1; x
< params
->w
; x
++) {
848 index(params
, grid
, x
, y
) != index(params
, grid
, x
-1, y
);
850 for (y
= 1; y
< params
->h
; y
++)
851 for (x
= 0; x
< params
->w
; x
++) {
853 index(params
, grid
, x
, y
) != index(params
, grid
, x
, y
-1);
862 numbers
= snewn(params
->w
* params
->h
, int);
864 for (y
= 0; y
< params
->h
; y
++)
865 for (x
= 0; x
< params
->w
; x
++) {
866 index(params
, numbers
, x
, y
) = 0;
869 for (x
= 0; x
< params
->w
; x
++) {
870 for (y
= 0; y
< params
->h
; y
++) {
871 int idx
= INDEX(params
, x
, y
);
872 if (index(params
, grid
, x
, y
) == idx
) {
873 struct rect r
= find_rect(params
, grid
, x
, y
);
877 * Decide where to put the number.
879 n
= random_upto(rs
, r
.w
*r
.h
);
882 index(params
,numbers
,x
+xx
,y
+yy
) = r
.w
*r
.h
;
887 #ifdef GENERATION_DIAGNOSTICS
888 display_grid(params
, grid
, numbers
, FALSE
);
891 desc
= snewn(11 * params
->w
* params
->h
, char);
894 for (i
= 0; i
<= params
->w
* params
->h
; i
++) {
895 int n
= (i
< params
->w
* params
->h ? numbers
[i
] : -1);
902 int c
= 'a' - 1 + run
;
906 run
-= c
- ('a' - 1);
910 * If there's a number in the very top left or
911 * bottom right, there's no point putting an
912 * unnecessary _ before or after it.
914 if (p
> desc
&& n
> 0)
918 p
+= sprintf(p
, "%d", n
);
930 static void game_free_aux_info(game_aux_info
*ai
)
937 static char *validate_desc(game_params
*params
, char *desc
)
939 int area
= params
->w
* params
->h
;
944 if (n
>= 'a' && n
<= 'z') {
945 squares
+= n
- 'a' + 1;
946 } else if (n
== '_') {
948 } else if (n
> '0' && n
<= '9') {
950 while (*desc
>= '0' && *desc
<= '9')
953 return "Invalid character in game description";
957 return "Not enough data to fill grid";
960 return "Too much data to fit in grid";
965 static game_state
*new_game(game_params
*params
, char *desc
)
967 game_state
*state
= snew(game_state
);
970 state
->w
= params
->w
;
971 state
->h
= params
->h
;
973 area
= state
->w
* state
->h
;
975 state
->grid
= snewn(area
, int);
976 state
->vedge
= snewn(area
, unsigned char);
977 state
->hedge
= snewn(area
, unsigned char);
978 state
->completed
= state
->cheated
= FALSE
;
983 if (n
>= 'a' && n
<= 'z') {
984 int run
= n
- 'a' + 1;
985 assert(i
+ run
<= area
);
987 state
->grid
[i
++] = 0;
988 } else if (n
== '_') {
990 } else if (n
> '0' && n
<= '9') {
992 state
->grid
[i
++] = atoi(desc
-1);
993 while (*desc
>= '0' && *desc
<= '9')
996 assert(!"We can't get here");
1001 for (y
= 0; y
< state
->h
; y
++)
1002 for (x
= 0; x
< state
->w
; x
++)
1003 vedge(state
,x
,y
) = hedge(state
,x
,y
) = 0;
1008 static game_state
*dup_game(game_state
*state
)
1010 game_state
*ret
= snew(game_state
);
1015 ret
->vedge
= snewn(state
->w
* state
->h
, unsigned char);
1016 ret
->hedge
= snewn(state
->w
* state
->h
, unsigned char);
1017 ret
->grid
= snewn(state
->w
* state
->h
, int);
1019 ret
->completed
= state
->completed
;
1020 ret
->cheated
= state
->cheated
;
1022 memcpy(ret
->grid
, state
->grid
, state
->w
* state
->h
* sizeof(int));
1023 memcpy(ret
->vedge
, state
->vedge
, state
->w
*state
->h
*sizeof(unsigned char));
1024 memcpy(ret
->hedge
, state
->hedge
, state
->w
*state
->h
*sizeof(unsigned char));
1029 static void free_game(game_state
*state
)
1032 sfree(state
->vedge
);
1033 sfree(state
->hedge
);
1037 static game_state
*solve_game(game_state
*state
, game_aux_info
*ai
,
1043 *error
= "Solution not known for this puzzle";
1047 assert(state
->w
== ai
->w
);
1048 assert(state
->h
== ai
->h
);
1050 ret
= dup_game(state
);
1051 memcpy(ret
->vedge
, ai
->vedge
, ai
->w
* ai
->h
* sizeof(unsigned char));
1052 memcpy(ret
->hedge
, ai
->hedge
, ai
->w
* ai
->h
* sizeof(unsigned char));
1053 ret
->cheated
= TRUE
;
1058 static char *game_text_format(game_state
*state
)
1060 char *ret
, *p
, buf
[80];
1061 int i
, x
, y
, col
, maxlen
;
1064 * First determine the number of spaces required to display a
1065 * number. We'll use at least two, because one looks a bit
1069 for (i
= 0; i
< state
->w
* state
->h
; i
++) {
1070 x
= sprintf(buf
, "%d", state
->grid
[i
]);
1071 if (col
< x
) col
= x
;
1075 * Now we know the exact total size of the grid we're going to
1076 * produce: it's got 2*h+1 rows, each containing w lots of col,
1077 * w+1 boundary characters and a trailing newline.
1079 maxlen
= (2*state
->h
+1) * (state
->w
* (col
+1) + 2);
1081 ret
= snewn(maxlen
+1, char);
1084 for (y
= 0; y
<= 2*state
->h
; y
++) {
1085 for (x
= 0; x
<= 2*state
->w
; x
++) {
1090 int v
= grid(state
, x
/2, y
/2);
1092 sprintf(buf
, "%*d", col
, v
);
1094 sprintf(buf
, "%*s", col
, "");
1095 memcpy(p
, buf
, col
);
1099 * Display a horizontal edge or nothing.
1101 int h
= (y
==0 || y
==2*state
->h ?
1 :
1102 HRANGE(state
, x
/2, y
/2) && hedge(state
, x
/2, y
/2));
1108 for (i
= 0; i
< col
; i
++)
1112 * Display a vertical edge or nothing.
1114 int v
= (x
==0 || x
==2*state
->w ?
1 :
1115 VRANGE(state
, x
/2, y
/2) && vedge(state
, x
/2, y
/2));
1122 * Display a corner, or a vertical edge, or a
1123 * horizontal edge, or nothing.
1125 int hl
= (y
==0 || y
==2*state
->h ?
1 :
1126 HRANGE(state
, (x
-1)/2, y
/2) && hedge(state
, (x
-1)/2, y
/2));
1127 int hr
= (y
==0 || y
==2*state
->h ?
1 :
1128 HRANGE(state
, (x
+1)/2, y
/2) && hedge(state
, (x
+1)/2, y
/2));
1129 int vu
= (x
==0 || x
==2*state
->w ?
1 :
1130 VRANGE(state
, x
/2, (y
-1)/2) && vedge(state
, x
/2, (y
-1)/2));
1131 int vd
= (x
==0 || x
==2*state
->w ?
1 :
1132 VRANGE(state
, x
/2, (y
+1)/2) && vedge(state
, x
/2, (y
+1)/2));
1133 if (!hl
&& !hr
&& !vu
&& !vd
)
1135 else if (hl
&& hr
&& !vu
&& !vd
)
1137 else if (!hl
&& !hr
&& vu
&& vd
)
1146 assert(p
- ret
== maxlen
);
1151 static unsigned char *get_correct(game_state
*state
)
1156 ret
= snewn(state
->w
* state
->h
, unsigned char);
1157 memset(ret
, 0xFF, state
->w
* state
->h
);
1159 for (x
= 0; x
< state
->w
; x
++)
1160 for (y
= 0; y
< state
->h
; y
++)
1161 if (index(state
,ret
,x
,y
) == 0xFF) {
1164 int num
, area
, valid
;
1167 * Find a rectangle starting at this point.
1170 while (x
+rw
< state
->w
&& !vedge(state
,x
+rw
,y
))
1173 while (y
+rh
< state
->h
&& !hedge(state
,x
,y
+rh
))
1177 * We know what the dimensions of the rectangle
1178 * should be if it's there at all. Find out if we
1179 * really have a valid rectangle.
1182 /* Check the horizontal edges. */
1183 for (xx
= x
; xx
< x
+rw
; xx
++) {
1184 for (yy
= y
; yy
<= y
+rh
; yy
++) {
1185 int e
= !HRANGE(state
,xx
,yy
) || hedge(state
,xx
,yy
);
1186 int ec
= (yy
== y
|| yy
== y
+rh
);
1191 /* Check the vertical edges. */
1192 for (yy
= y
; yy
< y
+rh
; yy
++) {
1193 for (xx
= x
; xx
<= x
+rw
; xx
++) {
1194 int e
= !VRANGE(state
,xx
,yy
) || vedge(state
,xx
,yy
);
1195 int ec
= (xx
== x
|| xx
== x
+rw
);
1202 * If this is not a valid rectangle with no other
1203 * edges inside it, we just mark this square as not
1204 * complete and proceed to the next square.
1207 index(state
, ret
, x
, y
) = 0;
1212 * We have a rectangle. Now see what its area is,
1213 * and how many numbers are in it.
1217 for (xx
= x
; xx
< x
+rw
; xx
++) {
1218 for (yy
= y
; yy
< y
+rh
; yy
++) {
1220 if (grid(state
,xx
,yy
)) {
1222 valid
= FALSE
; /* two numbers */
1223 num
= grid(state
,xx
,yy
);
1231 * Now fill in the whole rectangle based on the
1234 for (xx
= x
; xx
< x
+rw
; xx
++) {
1235 for (yy
= y
; yy
< y
+rh
; yy
++) {
1236 index(state
, ret
, xx
, yy
) = valid
;
1246 * These coordinates are 2 times the obvious grid coordinates.
1247 * Hence, the top left of the grid is (0,0), the grid point to
1248 * the right of that is (2,0), the one _below that_ is (2,2)
1249 * and so on. This is so that we can specify a drag start point
1250 * on an edge (one odd coordinate) or in the middle of a square
1251 * (two odd coordinates) rather than always at a corner.
1253 * -1,-1 means no drag is in progress.
1260 * This flag is set as soon as a dragging action moves the
1261 * mouse pointer away from its starting point, so that even if
1262 * the pointer _returns_ to its starting point the action is
1263 * treated as a small drag rather than a click.
1268 static game_ui
*new_ui(game_state
*state
)
1270 game_ui
*ui
= snew(game_ui
);
1271 ui
->drag_start_x
= -1;
1272 ui
->drag_start_y
= -1;
1273 ui
->drag_end_x
= -1;
1274 ui
->drag_end_y
= -1;
1275 ui
->dragged
= FALSE
;
1279 static void free_ui(game_ui
*ui
)
1284 static void coord_round(float x
, float y
, int *xr
, int *yr
)
1286 float xs
, ys
, xv
, yv
, dx
, dy
, dist
;
1289 * Find the nearest square-centre.
1291 xs
= (float)floor(x
) + 0.5F
;
1292 ys
= (float)floor(y
) + 0.5F
;
1295 * And find the nearest grid vertex.
1297 xv
= (float)floor(x
+ 0.5F
);
1298 yv
= (float)floor(y
+ 0.5F
);
1301 * We allocate clicks in parts of the grid square to either
1302 * corners, edges or square centres, as follows:
1318 * In other words: we measure the square distance (i.e.
1319 * max(dx,dy)) from the click to the nearest corner, and if
1320 * it's within CORNER_TOLERANCE then we return a corner click.
1321 * We measure the square distance from the click to the nearest
1322 * centre, and if that's within CENTRE_TOLERANCE we return a
1323 * centre click. Failing that, we find which of the two edge
1324 * centres is nearer to the click and return that edge.
1328 * Check for corner click.
1330 dx
= (float)fabs(x
- xv
);
1331 dy
= (float)fabs(y
- yv
);
1332 dist
= (dx
> dy ? dx
: dy
);
1333 if (dist
< CORNER_TOLERANCE
) {
1338 * Check for centre click.
1340 dx
= (float)fabs(x
- xs
);
1341 dy
= (float)fabs(y
- ys
);
1342 dist
= (dx
> dy ? dx
: dy
);
1343 if (dist
< CENTRE_TOLERANCE
) {
1344 *xr
= 1 + 2 * (int)xs
;
1345 *yr
= 1 + 2 * (int)ys
;
1348 * Failing both of those, see which edge we're closer to.
1349 * Conveniently, this is simply done by testing the relative
1350 * magnitude of dx and dy (which are currently distances from
1351 * the square centre).
1354 /* Vertical edge: x-coord of corner,
1355 * y-coord of square centre. */
1357 *yr
= 1 + 2 * (int)ys
;
1359 /* Horizontal edge: x-coord of square centre,
1360 * y-coord of corner. */
1361 *xr
= 1 + 2 * (int)xs
;
1368 static void ui_draw_rect(game_state
*state
, game_ui
*ui
,
1369 unsigned char *hedge
, unsigned char *vedge
, int c
)
1371 int x1
, x2
, y1
, y2
, x
, y
, t
;
1373 x1
= ui
->drag_start_x
;
1374 x2
= ui
->drag_end_x
;
1375 if (x2
< x1
) { t
= x1
; x1
= x2
; x2
= t
; }
1377 y1
= ui
->drag_start_y
;
1378 y2
= ui
->drag_end_y
;
1379 if (y2
< y1
) { t
= y1
; y1
= y2
; y2
= t
; }
1381 x1
= x1
/ 2; /* rounds down */
1382 x2
= (x2
+1) / 2; /* rounds up */
1383 y1
= y1
/ 2; /* rounds down */
1384 y2
= (y2
+1) / 2; /* rounds up */
1387 * Draw horizontal edges of rectangles.
1389 for (x
= x1
; x
< x2
; x
++)
1390 for (y
= y1
; y
<= y2
; y
++)
1391 if (HRANGE(state
,x
,y
)) {
1392 int val
= index(state
,hedge
,x
,y
);
1393 if (y
== y1
|| y
== y2
)
1397 index(state
,hedge
,x
,y
) = val
;
1401 * Draw vertical edges of rectangles.
1403 for (y
= y1
; y
< y2
; y
++)
1404 for (x
= x1
; x
<= x2
; x
++)
1405 if (VRANGE(state
,x
,y
)) {
1406 int val
= index(state
,vedge
,x
,y
);
1407 if (x
== x1
|| x
== x2
)
1411 index(state
,vedge
,x
,y
) = val
;
1415 static game_state
*make_move(game_state
*from
, game_ui
*ui
,
1416 int x
, int y
, int button
)
1419 int startdrag
= FALSE
, enddrag
= FALSE
, active
= FALSE
;
1422 if (button
== LEFT_BUTTON
) {
1424 } else if (button
== LEFT_RELEASE
) {
1426 } else if (button
!= LEFT_DRAG
) {
1430 coord_round(FROMCOORD((float)x
), FROMCOORD((float)y
), &xc
, &yc
);
1433 ui
->drag_start_x
= xc
;
1434 ui
->drag_start_y
= yc
;
1435 ui
->drag_end_x
= xc
;
1436 ui
->drag_end_y
= yc
;
1437 ui
->dragged
= FALSE
;
1441 if (xc
!= ui
->drag_end_x
|| yc
!= ui
->drag_end_y
) {
1442 ui
->drag_end_x
= xc
;
1443 ui
->drag_end_y
= yc
;
1451 if (xc
>= 0 && xc
<= 2*from
->w
&&
1452 yc
>= 0 && yc
<= 2*from
->h
) {
1453 ret
= dup_game(from
);
1456 ui_draw_rect(ret
, ui
, ret
->hedge
, ret
->vedge
, 1);
1458 if ((xc
& 1) && !(yc
& 1) && HRANGE(from
,xc
/2,yc
/2)) {
1459 hedge(ret
,xc
/2,yc
/2) = !hedge(ret
,xc
/2,yc
/2);
1461 if ((yc
& 1) && !(xc
& 1) && VRANGE(from
,xc
/2,yc
/2)) {
1462 vedge(ret
,xc
/2,yc
/2) = !vedge(ret
,xc
/2,yc
/2);
1466 if (!memcmp(ret
->hedge
, from
->hedge
, from
->w
*from
->h
) &&
1467 !memcmp(ret
->vedge
, from
->vedge
, from
->w
*from
->h
)) {
1473 * We've made a real change to the grid. Check to see
1474 * if the game has been completed.
1476 if (ret
&& !ret
->completed
) {
1478 unsigned char *correct
= get_correct(ret
);
1481 for (x
= 0; x
< ret
->w
; x
++)
1482 for (y
= 0; y
< ret
->h
; y
++)
1483 if (!index(ret
, correct
, x
, y
))
1489 ret
->completed
= TRUE
;
1493 ui
->drag_start_x
= -1;
1494 ui
->drag_start_y
= -1;
1495 ui
->drag_end_x
= -1;
1496 ui
->drag_end_y
= -1;
1497 ui
->dragged
= FALSE
;
1502 return ret
; /* a move has been made */
1504 return from
; /* UI activity has occurred */
1509 /* ----------------------------------------------------------------------
1513 #define CORRECT 65536
1515 #define COLOUR(k) ( (k)==1 ? COL_LINE : COL_DRAG )
1516 #define MAX(x,y) ( (x)>(y) ? (x) : (y) )
1517 #define MAX4(x,y,z,w) ( MAX(MAX(x,y),MAX(z,w)) )
1519 struct game_drawstate
{
1522 unsigned int *visible
;
1525 static void game_size(game_params
*params
, int *x
, int *y
)
1527 *x
= params
->w
* TILE_SIZE
+ 2*BORDER
+ 1;
1528 *y
= params
->h
* TILE_SIZE
+ 2*BORDER
+ 1;
1531 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
1533 float *ret
= snewn(3 * NCOLOURS
, float);
1535 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
1537 ret
[COL_GRID
* 3 + 0] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 0];
1538 ret
[COL_GRID
* 3 + 1] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 1];
1539 ret
[COL_GRID
* 3 + 2] = 0.5F
* ret
[COL_BACKGROUND
* 3 + 2];
1541 ret
[COL_DRAG
* 3 + 0] = 1.0F
;
1542 ret
[COL_DRAG
* 3 + 1] = 0.0F
;
1543 ret
[COL_DRAG
* 3 + 2] = 0.0F
;
1545 ret
[COL_CORRECT
* 3 + 0] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 0];
1546 ret
[COL_CORRECT
* 3 + 1] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 1];
1547 ret
[COL_CORRECT
* 3 + 2] = 0.75F
* ret
[COL_BACKGROUND
* 3 + 2];
1549 ret
[COL_LINE
* 3 + 0] = 0.0F
;
1550 ret
[COL_LINE
* 3 + 1] = 0.0F
;
1551 ret
[COL_LINE
* 3 + 2] = 0.0F
;
1553 ret
[COL_TEXT
* 3 + 0] = 0.0F
;
1554 ret
[COL_TEXT
* 3 + 1] = 0.0F
;
1555 ret
[COL_TEXT
* 3 + 2] = 0.0F
;
1557 *ncolours
= NCOLOURS
;
1561 static game_drawstate
*game_new_drawstate(game_state
*state
)
1563 struct game_drawstate
*ds
= snew(struct game_drawstate
);
1566 ds
->started
= FALSE
;
1569 ds
->visible
= snewn(ds
->w
* ds
->h
, unsigned int);
1570 for (i
= 0; i
< ds
->w
* ds
->h
; i
++)
1571 ds
->visible
[i
] = 0xFFFF;
1576 static void game_free_drawstate(game_drawstate
*ds
)
1582 static void draw_tile(frontend
*fe
, game_state
*state
, int x
, int y
,
1583 unsigned char *hedge
, unsigned char *vedge
,
1584 unsigned char *corners
, int correct
)
1586 int cx
= COORD(x
), cy
= COORD(y
);
1589 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1, COL_GRID
);
1590 draw_rect(fe
, cx
+1, cy
+1, TILE_SIZE
-1, TILE_SIZE
-1,
1591 correct ? COL_CORRECT
: COL_BACKGROUND
);
1593 if (grid(state
,x
,y
)) {
1594 sprintf(str
, "%d", grid(state
,x
,y
));
1595 draw_text(fe
, cx
+TILE_SIZE
/2, cy
+TILE_SIZE
/2, FONT_VARIABLE
,
1596 TILE_SIZE
/2, ALIGN_HCENTRE
| ALIGN_VCENTRE
, COL_TEXT
, str
);
1602 if (!HRANGE(state
,x
,y
) || index(state
,hedge
,x
,y
))
1603 draw_rect(fe
, cx
, cy
, TILE_SIZE
+1, 2,
1604 HRANGE(state
,x
,y
) ?
COLOUR(index(state
,hedge
,x
,y
)) :
1606 if (!HRANGE(state
,x
,y
+1) || index(state
,hedge
,x
,y
+1))
1607 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, TILE_SIZE
+1, 2,
1608 HRANGE(state
,x
,y
+1) ?
COLOUR(index(state
,hedge
,x
,y
+1)) :
1610 if (!VRANGE(state
,x
,y
) || index(state
,vedge
,x
,y
))
1611 draw_rect(fe
, cx
, cy
, 2, TILE_SIZE
+1,
1612 VRANGE(state
,x
,y
) ?
COLOUR(index(state
,vedge
,x
,y
)) :
1614 if (!VRANGE(state
,x
+1,y
) || index(state
,vedge
,x
+1,y
))
1615 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, TILE_SIZE
+1,
1616 VRANGE(state
,x
+1,y
) ?
COLOUR(index(state
,vedge
,x
+1,y
)) :
1622 if (index(state
,corners
,x
,y
))
1623 draw_rect(fe
, cx
, cy
, 2, 2,
1624 COLOUR(index(state
,corners
,x
,y
)));
1625 if (x
+1 < state
->w
&& index(state
,corners
,x
+1,y
))
1626 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
, 2, 2,
1627 COLOUR(index(state
,corners
,x
+1,y
)));
1628 if (y
+1 < state
->h
&& index(state
,corners
,x
,y
+1))
1629 draw_rect(fe
, cx
, cy
+TILE_SIZE
-1, 2, 2,
1630 COLOUR(index(state
,corners
,x
,y
+1)));
1631 if (x
+1 < state
->w
&& y
+1 < state
->h
&& index(state
,corners
,x
+1,y
+1))
1632 draw_rect(fe
, cx
+TILE_SIZE
-1, cy
+TILE_SIZE
-1, 2, 2,
1633 COLOUR(index(state
,corners
,x
+1,y
+1)));
1635 draw_update(fe
, cx
, cy
, TILE_SIZE
+1, TILE_SIZE
+1);
1638 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
1639 game_state
*state
, int dir
, game_ui
*ui
,
1640 float animtime
, float flashtime
)
1643 unsigned char *correct
;
1644 unsigned char *hedge
, *vedge
, *corners
;
1646 correct
= get_correct(state
);
1649 hedge
= snewn(state
->w
*state
->h
, unsigned char);
1650 vedge
= snewn(state
->w
*state
->h
, unsigned char);
1651 memcpy(hedge
, state
->hedge
, state
->w
*state
->h
);
1652 memcpy(vedge
, state
->vedge
, state
->w
*state
->h
);
1653 ui_draw_rect(state
, ui
, hedge
, vedge
, 2);
1655 hedge
= state
->hedge
;
1656 vedge
= state
->vedge
;
1659 corners
= snewn(state
->w
* state
->h
, unsigned char);
1660 memset(corners
, 0, state
->w
* state
->h
);
1661 for (x
= 0; x
< state
->w
; x
++)
1662 for (y
= 0; y
< state
->h
; y
++) {
1664 int e
= index(state
, vedge
, x
, y
);
1665 if (index(state
,corners
,x
,y
) < e
)
1666 index(state
,corners
,x
,y
) = e
;
1667 if (y
+1 < state
->h
&&
1668 index(state
,corners
,x
,y
+1) < e
)
1669 index(state
,corners
,x
,y
+1) = e
;
1672 int e
= index(state
, hedge
, x
, y
);
1673 if (index(state
,corners
,x
,y
) < e
)
1674 index(state
,corners
,x
,y
) = e
;
1675 if (x
+1 < state
->w
&&
1676 index(state
,corners
,x
+1,y
) < e
)
1677 index(state
,corners
,x
+1,y
) = e
;
1683 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
1684 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1, COL_BACKGROUND
);
1685 draw_rect(fe
, COORD(0)-1, COORD(0)-1,
1686 ds
->w
*TILE_SIZE
+3, ds
->h
*TILE_SIZE
+3, COL_LINE
);
1688 draw_update(fe
, 0, 0,
1689 state
->w
* TILE_SIZE
+ 2*BORDER
+ 1,
1690 state
->h
* TILE_SIZE
+ 2*BORDER
+ 1);
1693 for (x
= 0; x
< state
->w
; x
++)
1694 for (y
= 0; y
< state
->h
; y
++) {
1697 if (HRANGE(state
,x
,y
))
1698 c
|= index(state
,hedge
,x
,y
);
1699 if (HRANGE(state
,x
,y
+1))
1700 c
|= index(state
,hedge
,x
,y
+1) << 2;
1701 if (VRANGE(state
,x
,y
))
1702 c
|= index(state
,vedge
,x
,y
) << 4;
1703 if (VRANGE(state
,x
+1,y
))
1704 c
|= index(state
,vedge
,x
+1,y
) << 6;
1705 c
|= index(state
,corners
,x
,y
) << 8;
1707 c
|= index(state
,corners
,x
+1,y
) << 10;
1709 c
|= index(state
,corners
,x
,y
+1) << 12;
1710 if (x
+1 < state
->w
&& y
+1 < state
->h
)
1711 c
|= index(state
,corners
,x
+1,y
+1) << 14;
1712 if (index(state
, correct
, x
, y
) && !flashtime
)
1715 if (index(ds
,ds
->visible
,x
,y
) != c
) {
1716 draw_tile(fe
, state
, x
, y
, hedge
, vedge
, corners
, c
& CORRECT
);
1717 index(ds
,ds
->visible
,x
,y
) = c
;
1721 if (hedge
!= state
->hedge
) {
1730 static float game_anim_length(game_state
*oldstate
,
1731 game_state
*newstate
, int dir
)
1736 static float game_flash_length(game_state
*oldstate
,
1737 game_state
*newstate
, int dir
)
1739 if (!oldstate
->completed
&& newstate
->completed
&&
1740 !oldstate
->cheated
&& !newstate
->cheated
)
1745 static int game_wants_statusbar(void)
1751 #define thegame rect
1754 const struct game thegame
= {
1755 "Rectangles", "games.rectangles",
1762 TRUE
, game_configure
, custom_params
,
1771 TRUE
, game_text_format
,
1778 game_free_drawstate
,
1782 game_wants_statusbar
,