* of the generated rectangles in accordance with the max
* rectangle size.
*
- * - It might be interesting to deliberately try to place
- * numbers so as to reduce alternative solution patterns. I
- * doubt we can do a perfect job of this, but we can make a
- * start by, for example, noticing pairs of 2-rects
- * alongside one another and _not_ putting their numbers at
- * opposite ends.
- *
* - If we start by sorting the rectlist in descending order
* of area, we might be able to bias our random number
* selection to produce a few large rectangles more often
struct game_params {
int w, h;
float expandfactor;
+ int unique;
};
#define INDEX(state, x, y) (((y) * (state)->w) + (x))
ret->w = ret->h = 7;
ret->expandfactor = 0.0F;
+ ret->unique = TRUE;
return ret;
}
ret->w = w;
ret->h = h;
ret->expandfactor = 0.0F;
+ ret->unique = TRUE;
return TRUE;
}
return ret;
}
-static game_params *decode_params(char const *string)
+static void decode_params(game_params *ret, char const *string)
{
- game_params *ret = default_params();
-
ret->w = ret->h = atoi(string);
- ret->expandfactor = 0.0F;
while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
if (*string == 'e') {
string++;
ret->expandfactor = atof(string);
+ while (*string &&
+ (*string == '.' || isdigit((unsigned char)*string))) string++;
+ }
+ if (*string == 'a') {
+ string++;
+ ret->unique = FALSE;
}
-
- return ret;
}
-static char *encode_params(game_params *params)
+static char *encode_params(game_params *params, int full)
{
char data[256];
sprintf(data, "%dx%d", params->w, params->h);
+ if (full && params->expandfactor)
+ sprintf(data + strlen(data), "e%g", params->expandfactor);
+ if (full && !params->unique)
+ strcat(data, "a");
return dupstr(data);
}
ret[2].sval = dupstr(buf);
ret[2].ival = 0;
- ret[3].name = NULL;
- ret[3].type = C_END;
+ ret[3].name = "Ensure unique solution";
+ ret[3].type = C_BOOLEAN;
ret[3].sval = NULL;
- ret[3].ival = 0;
+ ret[3].ival = params->unique;
+
+ ret[4].name = NULL;
+ ret[4].type = C_END;
+ ret[4].sval = NULL;
+ ret[4].ival = 0;
return ret;
}
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
ret->expandfactor = atof(cfg[2].sval);
+ ret->unique = cfg[3].ival;
return ret;
}
return NULL;
}
+struct point {
+ int x, y;
+};
+
struct rect {
int x, y;
int w, h;
int n;
};
+struct numberdata {
+ int area;
+ int npoints;
+ struct point *points;
+};
+
+/* ----------------------------------------------------------------------
+ * Solver for Rectangles games.
+ *
+ * This solver is souped up beyond the needs of actually _solving_
+ * a puzzle. It is also designed to cope with uncertainty about
+ * where the numbers have been placed. This is because I run it on
+ * my generated grids _before_ placing the numbers, and have it
+ * tell me where I need to place the numbers to ensure a unique
+ * solution.
+ */
+
+static void remove_rect_placement(int w, int h,
+ struct rectlist *rectpositions,
+ int *overlaps,
+ int rectnum, int placement)
+{
+ int x, y, xx, yy;
+
+#ifdef SOLVER_DIAGNOSTICS
+ printf("ruling out rect %d placement at %d,%d w=%d h=%d\n", rectnum,
+ rectpositions[rectnum].rects[placement].x,
+ rectpositions[rectnum].rects[placement].y,
+ rectpositions[rectnum].rects[placement].w,
+ rectpositions[rectnum].rects[placement].h);
+#endif
+
+ /*
+ * Decrement each entry in the overlaps array to reflect the
+ * removal of this rectangle placement.
+ */
+ for (yy = 0; yy < rectpositions[rectnum].rects[placement].h; yy++) {
+ y = yy + rectpositions[rectnum].rects[placement].y;
+ for (xx = 0; xx < rectpositions[rectnum].rects[placement].w; xx++) {
+ x = xx + rectpositions[rectnum].rects[placement].x;
+
+ assert(overlaps[(rectnum * h + y) * w + x] != 0);
+
+ if (overlaps[(rectnum * h + y) * w + x] > 0)
+ overlaps[(rectnum * h + y) * w + x]--;
+ }
+ }
+
+ /*
+ * Remove the placement from the list of positions for that
+ * rectangle, by interchanging it with the one on the end.
+ */
+ if (placement < rectpositions[rectnum].n - 1) {
+ struct rect t;
+
+ t = rectpositions[rectnum].rects[rectpositions[rectnum].n - 1];
+ rectpositions[rectnum].rects[rectpositions[rectnum].n - 1] =
+ rectpositions[rectnum].rects[placement];
+ rectpositions[rectnum].rects[placement] = t;
+ }
+ rectpositions[rectnum].n--;
+}
+
+static void remove_number_placement(int w, int h, struct numberdata *number,
+ int index, int *rectbyplace)
+{
+ /*
+ * Remove the entry from the rectbyplace array.
+ */
+ rectbyplace[number->points[index].y * w + number->points[index].x] = -1;
+
+ /*
+ * Remove the placement from the list of candidates for that
+ * number, by interchanging it with the one on the end.
+ */
+ if (index < number->npoints - 1) {
+ struct point t;
+
+ t = number->points[number->npoints - 1];
+ number->points[number->npoints - 1] = number->points[index];
+ number->points[index] = t;
+ }
+ number->npoints--;
+}
+
+static int rect_solver(int w, int h, int nrects, struct numberdata *numbers,
+ random_state *rs)
+{
+ struct rectlist *rectpositions;
+ int *overlaps, *rectbyplace, *workspace;
+ int i, ret;
+
+ /*
+ * Start by setting up a list of candidate positions for each
+ * rectangle.
+ */
+ rectpositions = snewn(nrects, struct rectlist);
+ for (i = 0; i < nrects; i++) {
+ int rw, rh, area = numbers[i].area;
+ int j, minx, miny, maxx, maxy;
+ struct rect *rlist;
+ int rlistn, rlistsize;
+
+ /*
+ * For each rectangle, begin by finding the bounding
+ * rectangle of its candidate number placements.
+ */
+ maxx = maxy = -1;
+ minx = w;
+ miny = h;
+ for (j = 0; j < numbers[i].npoints; j++) {
+ if (minx > numbers[i].points[j].x) minx = numbers[i].points[j].x;
+ if (miny > numbers[i].points[j].y) miny = numbers[i].points[j].y;
+ if (maxx < numbers[i].points[j].x) maxx = numbers[i].points[j].x;
+ if (maxy < numbers[i].points[j].y) maxy = numbers[i].points[j].y;
+ }
+
+ /*
+ * Now loop over all possible rectangle placements
+ * overlapping a point within that bounding rectangle;
+ * ensure each one actually contains a candidate number
+ * placement, and add it to the list.
+ */
+ rlist = NULL;
+ rlistn = rlistsize = 0;
+
+ for (rw = 1; rw <= area && rw <= w; rw++) {
+ int x, y;
+
+ if (area % rw)
+ continue;
+ rh = area / rw;
+ if (rh > h)
+ continue;
+
+ for (y = miny - rh + 1; y <= maxy; y++) {
+ if (y < 0 || y+rh > h)
+ continue;
+
+ for (x = minx - rw + 1; x <= maxx; x++) {
+ if (x < 0 || x+rw > w)
+ continue;
+
+ /*
+ * See if we can find a candidate number
+ * placement within this rectangle.
+ */
+ for (j = 0; j < numbers[i].npoints; j++)
+ if (numbers[i].points[j].x >= x &&
+ numbers[i].points[j].x < x+rw &&
+ numbers[i].points[j].y >= y &&
+ numbers[i].points[j].y < y+rh)
+ break;
+
+ if (j < numbers[i].npoints) {
+ /*
+ * Add this to the list of candidate
+ * placements for this rectangle.
+ */
+ if (rlistn >= rlistsize) {
+ rlistsize = rlistn + 32;
+ rlist = sresize(rlist, rlistsize, struct rect);
+ }
+ rlist[rlistn].x = x;
+ rlist[rlistn].y = y;
+ rlist[rlistn].w = rw;
+ rlist[rlistn].h = rh;
+#ifdef SOLVER_DIAGNOSTICS
+ printf("rect %d [area %d]: candidate position at"
+ " %d,%d w=%d h=%d\n",
+ i, area, x, y, rw, rh);
+#endif
+ rlistn++;
+ }
+ }
+ }
+ }
+
+ rectpositions[i].rects = rlist;
+ rectpositions[i].n = rlistn;
+ }
+
+ /*
+ * Next, construct a multidimensional array tracking how many
+ * candidate positions for each rectangle overlap each square.
+ *
+ * Indexing of this array is by the formula
+ *
+ * overlaps[(rectindex * h + y) * w + x]
+ */
+ overlaps = snewn(nrects * w * h, int);
+ memset(overlaps, 0, nrects * w * h * sizeof(int));
+ for (i = 0; i < nrects; i++) {
+ int j;
+
+ for (j = 0; j < rectpositions[i].n; j++) {
+ int xx, yy;
+
+ for (yy = 0; yy < rectpositions[i].rects[j].h; yy++)
+ for (xx = 0; xx < rectpositions[i].rects[j].w; xx++)
+ overlaps[(i * h + yy+rectpositions[i].rects[j].y) * w +
+ xx+rectpositions[i].rects[j].x]++;
+ }
+ }
+
+ /*
+ * Also we want an array covering the grid once, to make it
+ * easy to figure out which squares are candidate number
+ * placements for which rectangles. (The existence of this
+ * single array assumes that no square starts off as a
+ * candidate number placement for more than one rectangle. This
+ * assumption is justified, because this solver is _either_
+ * used to solve real problems - in which case there is a
+ * single placement for every number - _or_ used to decide on
+ * number placements for a new puzzle, in which case each
+ * number's placements are confined to the intended position of
+ * the rectangle containing that number.)
+ */
+ rectbyplace = snewn(w * h, int);
+ for (i = 0; i < w*h; i++)
+ rectbyplace[i] = -1;
+
+ for (i = 0; i < nrects; i++) {
+ int j;
+
+ for (j = 0; j < numbers[i].npoints; j++) {
+ int x = numbers[i].points[j].x;
+ int y = numbers[i].points[j].y;
+
+ assert(rectbyplace[y * w + x] == -1);
+ rectbyplace[y * w + x] = i;
+ }
+ }
+
+ workspace = snewn(nrects, int);
+
+ /*
+ * Now run the actual deduction loop.
+ */
+ while (1) {
+ int done_something = FALSE;
+
+#ifdef SOLVER_DIAGNOSTICS
+ printf("starting deduction loop\n");
+
+ for (i = 0; i < nrects; i++) {
+ printf("rect %d overlaps:\n", i);
+ {
+ int x, y;
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ printf("%3d", overlaps[(i * h + y) * w + x]);
+ }
+ printf("\n");
+ }
+ }
+ }
+ printf("rectbyplace:\n");
+ {
+ int x, y;
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ printf("%3d", rectbyplace[y * w + x]);
+ }
+ printf("\n");
+ }
+ }
+#endif
+
+ /*
+ * Housekeeping. Look for rectangles whose number has only
+ * one candidate position left, and mark that square as
+ * known if it isn't already.
+ */
+ for (i = 0; i < nrects; i++) {
+ if (numbers[i].npoints == 1) {
+ int x = numbers[i].points[0].x;
+ int y = numbers[i].points[0].y;
+ if (overlaps[(i * h + y) * w + x] >= -1) {
+ int j;
+
+ assert(overlaps[(i * h + y) * w + x] > 0);
+#ifdef SOLVER_DIAGNOSTICS
+ printf("marking %d,%d as known for rect %d"
+ " (sole remaining number position)\n", x, y, i);
+#endif
+
+ for (j = 0; j < nrects; j++)
+ overlaps[(j * h + y) * w + x] = -1;
+
+ overlaps[(i * h + y) * w + x] = -2;
+ }
+ }
+ }
+
+ /*
+ * Now look at the intersection of all possible placements
+ * for each rectangle, and mark all squares in that
+ * intersection as known for that rectangle if they aren't
+ * already.
+ */
+ for (i = 0; i < nrects; i++) {
+ int minx, miny, maxx, maxy, xx, yy, j;
+
+ minx = miny = 0;
+ maxx = w;
+ maxy = h;
+
+ for (j = 0; j < rectpositions[i].n; j++) {
+ int x = rectpositions[i].rects[j].x;
+ int y = rectpositions[i].rects[j].y;
+ int w = rectpositions[i].rects[j].w;
+ int h = rectpositions[i].rects[j].h;
+
+ if (minx < x) minx = x;
+ if (miny < y) miny = y;
+ if (maxx > x+w) maxx = x+w;
+ if (maxy > y+h) maxy = y+h;
+ }
+
+ for (yy = miny; yy < maxy; yy++)
+ for (xx = minx; xx < maxx; xx++)
+ if (overlaps[(i * h + yy) * w + xx] >= -1) {
+ assert(overlaps[(i * h + yy) * w + xx] > 0);
+#ifdef SOLVER_DIAGNOSTICS
+ printf("marking %d,%d as known for rect %d"
+ " (intersection of all placements)\n",
+ xx, yy, i);
+#endif
+
+ for (j = 0; j < nrects; j++)
+ overlaps[(j * h + yy) * w + xx] = -1;
+
+ overlaps[(i * h + yy) * w + xx] = -2;
+ }
+ }
+
+ /*
+ * Rectangle-focused deduction. Look at each rectangle in
+ * turn and try to rule out some of its candidate
+ * placements.
+ */
+ for (i = 0; i < nrects; i++) {
+ int j;
+
+ for (j = 0; j < rectpositions[i].n; j++) {
+ int xx, yy, k;
+ int del = FALSE;
+
+ for (k = 0; k < nrects; k++)
+ workspace[k] = 0;
+
+ for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) {
+ int y = yy + rectpositions[i].rects[j].y;
+ for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) {
+ int x = xx + rectpositions[i].rects[j].x;
+
+ if (overlaps[(i * h + y) * w + x] == -1) {
+ /*
+ * This placement overlaps a square
+ * which is _known_ to be part of
+ * another rectangle. Therefore we must
+ * rule it out.
+ */
+#ifdef SOLVER_DIAGNOSTICS
+ printf("rect %d placement at %d,%d w=%d h=%d "
+ "contains %d,%d which is known-other\n", i,
+ rectpositions[i].rects[j].x,
+ rectpositions[i].rects[j].y,
+ rectpositions[i].rects[j].w,
+ rectpositions[i].rects[j].h,
+ x, y);
+#endif
+ del = TRUE;
+ }
+
+ if (rectbyplace[y * w + x] != -1) {
+ /*
+ * This placement overlaps one of the
+ * candidate number placements for some
+ * rectangle. Count it.
+ */
+ workspace[rectbyplace[y * w + x]]++;
+ }
+ }
+ }
+
+ if (!del) {
+ /*
+ * If we haven't ruled this placement out
+ * already, see if it overlaps _all_ of the
+ * candidate number placements for any
+ * rectangle. If so, we can rule it out.
+ */
+ for (k = 0; k < nrects; k++)
+ if (k != i && workspace[k] == numbers[k].npoints) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("rect %d placement at %d,%d w=%d h=%d "
+ "contains all number points for rect %d\n",
+ i,
+ rectpositions[i].rects[j].x,
+ rectpositions[i].rects[j].y,
+ rectpositions[i].rects[j].w,
+ rectpositions[i].rects[j].h,
+ k);
+#endif
+ del = TRUE;
+ break;
+ }
+
+ /*
+ * Failing that, see if it overlaps at least
+ * one of the candidate number placements for
+ * itself! (This might not be the case if one
+ * of those number placements has been removed
+ * recently.).
+ */
+ if (!del && workspace[i] == 0) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("rect %d placement at %d,%d w=%d h=%d "
+ "contains none of its own number points\n",
+ i,
+ rectpositions[i].rects[j].x,
+ rectpositions[i].rects[j].y,
+ rectpositions[i].rects[j].w,
+ rectpositions[i].rects[j].h);
+#endif
+ del = TRUE;
+ }
+ }
+
+ if (del) {
+ remove_rect_placement(w, h, rectpositions, overlaps, i, j);
+
+ j--; /* don't skip over next placement */
+
+ done_something = TRUE;
+ }
+ }
+ }
+
+ /*
+ * Square-focused deduction. Look at each square not marked
+ * as known, and see if there are any which can only be
+ * part of a single rectangle.
+ */
+ {
+ int x, y, n, index;
+ for (y = 0; y < h; y++) for (x = 0; x < w; x++) {
+ /* Known squares are marked as <0 everywhere, so we only need
+ * to check the overlaps entry for rect 0. */
+ if (overlaps[y * w + x] < 0)
+ continue; /* known already */
+
+ n = 0;
+ index = -1;
+ for (i = 0; i < nrects; i++)
+ if (overlaps[(i * h + y) * w + x] > 0)
+ n++, index = i;
+
+ if (n == 1) {
+ int j;
+
+ /*
+ * Now we can rule out all placements for
+ * rectangle `index' which _don't_ contain
+ * square x,y.
+ */
+#ifdef SOLVER_DIAGNOSTICS
+ printf("square %d,%d can only be in rectangle %d\n",
+ x, y, index);
+#endif
+ for (j = 0; j < rectpositions[index].n; j++) {
+ struct rect *r = &rectpositions[index].rects[j];
+ if (x >= r->x && x < r->x + r->w &&
+ y >= r->y && y < r->y + r->h)
+ continue; /* this one is OK */
+ remove_rect_placement(w, h, rectpositions, overlaps,
+ index, j);
+ j--; /* don't skip over next placement */
+ done_something = TRUE;
+ }
+ }
+ }
+ }
+
+ /*
+ * If we've managed to deduce anything by normal means,
+ * loop round again and see if there's more to be done.
+ * Only if normal deduction has completely failed us should
+ * we now move on to narrowing down the possible number
+ * placements.
+ */
+ if (done_something)
+ continue;
+
+ /*
+ * Now we have done everything we can with the current set
+ * of number placements. So we need to winnow the number
+ * placements so as to narrow down the possibilities. We do
+ * this by searching for a candidate placement (of _any_
+ * rectangle) which overlaps a candidate placement of the
+ * number for some other rectangle.
+ */
+ {
+ struct rpn {
+ int rect;
+ int placement;
+ int number;
+ } *rpns = NULL;
+ int nrpns = 0, rpnsize = 0;
+ int j;
+
+ for (i = 0; i < nrects; i++) {
+ for (j = 0; j < rectpositions[i].n; j++) {
+ int xx, yy;
+
+ for (yy = 0; yy < rectpositions[i].rects[j].h; yy++) {
+ int y = yy + rectpositions[i].rects[j].y;
+ for (xx = 0; xx < rectpositions[i].rects[j].w; xx++) {
+ int x = xx + rectpositions[i].rects[j].x;
+
+ if (rectbyplace[y * w + x] >= 0 &&
+ rectbyplace[y * w + x] != i) {
+ /*
+ * Add this to the list of
+ * winnowing possibilities.
+ */
+ if (nrpns >= rpnsize) {
+ rpnsize = rpnsize * 3 / 2 + 32;
+ rpns = sresize(rpns, rpnsize, struct rpn);
+ }
+ rpns[nrpns].rect = i;
+ rpns[nrpns].placement = j;
+ rpns[nrpns].number = rectbyplace[y * w + x];
+ nrpns++;
+ }
+ }
+ }
+
+ }
+ }
+
+#ifdef SOLVER_DIAGNOSTICS
+ printf("%d candidate rect placements we could eliminate\n", nrpns);
+#endif
+ if (nrpns > 0) {
+ /*
+ * Now choose one of these unwanted rectangle
+ * placements, and eliminate it.
+ */
+ int index = random_upto(rs, nrpns);
+ int k, m;
+ struct rpn rpn = rpns[index];
+ struct rect r;
+ sfree(rpns);
+
+ i = rpn.rect;
+ j = rpn.placement;
+ k = rpn.number;
+ r = rectpositions[i].rects[j];
+
+ /*
+ * We rule out placement j of rectangle i by means
+ * of removing all of rectangle k's candidate
+ * number placements which do _not_ overlap it.
+ * This will ensure that it is eliminated during
+ * the next pass of rectangle-focused deduction.
+ */
+#ifdef SOLVER_DIAGNOSTICS
+ printf("ensuring number for rect %d is within"
+ " rect %d's placement at %d,%d w=%d h=%d\n",
+ k, i, r.x, r.y, r.w, r.h);
+#endif
+
+ for (m = 0; m < numbers[k].npoints; m++) {
+ int x = numbers[k].points[m].x;
+ int y = numbers[k].points[m].y;
+
+ if (x < r.x || x >= r.x + r.w ||
+ y < r.y || y >= r.y + r.h) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("eliminating number for rect %d at %d,%d\n",
+ k, x, y);
+#endif
+ remove_number_placement(w, h, &numbers[k],
+ m, rectbyplace);
+ m--; /* don't skip the next one */
+ done_something = TRUE;
+ }
+ }
+ }
+ }
+
+ if (!done_something) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("terminating deduction loop\n");
+#endif
+ break;
+ }
+ }
+
+ ret = TRUE;
+ for (i = 0; i < nrects; i++) {
+#ifdef SOLVER_DIAGNOSTICS
+ printf("rect %d has %d possible placements\n",
+ i, rectpositions[i].n);
+#endif
+ assert(rectpositions[i].n > 0);
+ if (rectpositions[i].n > 1)
+ ret = FALSE;
+ }
+
+ /*
+ * Free up all allocated storage.
+ */
+ sfree(workspace);
+ sfree(rectbyplace);
+ sfree(overlaps);
+ for (i = 0; i < nrects; i++)
+ sfree(rectpositions[i].rects);
+ sfree(rectpositions);
+
+ return ret;
+}
+
+/* ----------------------------------------------------------------------
+ * Grid generation code.
+ */
+
static struct rectlist *get_rectlist(game_params *params, int *grid)
{
int rw, rh;
unsigned char *hedge; /* w x (h+1) */
};
-static char *new_game_seed(game_params *params, random_state *rs,
+static char *new_game_desc(game_params *params, random_state *rs,
game_aux_info **aux)
{
- int *grid, *numbers;
+ int *grid, *numbers = NULL;
struct rectlist *list;
int x, y, y2, y2last, yx, run, i;
- char *seed, *p;
+ char *desc, *p;
game_params params2real, *params2 = ¶ms2real;
- /*
- * Set up the smaller width and height which we will use to
- * generate the base grid.
- */
- params2->w = params->w / (1.0F + params->expandfactor);
- if (params2->w < 2 && params->w >= 2) params2->w = 2;
- params2->h = params->h / (1.0F + params->expandfactor);
- if (params2->h < 2 && params->h >= 2) params2->h = 2;
+ while (1) {
+ /*
+ * Set up the smaller width and height which we will use to
+ * generate the base grid.
+ */
+ params2->w = params->w / (1.0F + params->expandfactor);
+ if (params2->w < 2 && params->w >= 2) params2->w = 2;
+ params2->h = params->h / (1.0F + params->expandfactor);
+ if (params2->h < 2 && params->h >= 2) params2->h = 2;
- grid = snewn(params2->w * params2->h, int);
+ grid = snewn(params2->w * params2->h, int);
- for (y = 0; y < params2->h; y++)
- for (x = 0; x < params2->w; x++) {
- index(params2, grid, x, y) = -1;
- }
+ for (y = 0; y < params2->h; y++)
+ for (x = 0; x < params2->w; x++) {
+ index(params2, grid, x, y) = -1;
+ }
- list = get_rectlist(params2, grid);
- assert(list != NULL);
-
- /*
- * Place rectangles until we can't any more.
- */
- while (list->n > 0) {
- int i, m;
- struct rect r;
+ list = get_rectlist(params2, grid);
+ assert(list != NULL);
/*
- * Pick a random rectangle.
+ * Place rectangles until we can't any more.
*/
- i = random_upto(rs, list->n);
- r = list->rects[i];
+ while (list->n > 0) {
+ int i, m;
+ struct rect r;
- /*
- * Place it.
- */
- place_rect(params2, grid, r);
+ /*
+ * Pick a random rectangle.
+ */
+ i = random_upto(rs, list->n);
+ r = list->rects[i];
- /*
- * Winnow the list by removing any rectangles which
- * overlap this one.
- */
- m = 0;
- for (i = 0; i < list->n; i++) {
- struct rect s = list->rects[i];
- if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
- s.y+s.h <= r.y || r.y+r.h <= s.y)
- list->rects[m++] = s;
+ /*
+ * Place it.
+ */
+ place_rect(params2, grid, r);
+
+ /*
+ * Winnow the list by removing any rectangles which
+ * overlap this one.
+ */
+ m = 0;
+ for (i = 0; i < list->n; i++) {
+ struct rect s = list->rects[i];
+ if (s.x+s.w <= r.x || r.x+r.w <= s.x ||
+ s.y+s.h <= r.y || r.y+r.h <= s.y)
+ list->rects[m++] = s;
+ }
+ list->n = m;
}
- list->n = m;
- }
- free_rectlist(list);
+ free_rectlist(list);
- /*
- * Deal with singleton spaces remaining in the grid, one by
- * one.
- *
- * We do this by making a local change to the layout. There are
- * several possibilities:
- *
- * +-----+-----+ Here, we can remove the singleton by
- * | | | extending the 1x2 rectangle below it
- * +--+--+-----+ into a 1x3.
- * | | | |
- * | +--+ |
- * | | | |
- * | | | |
- * | | | |
- * +--+--+-----+
- *
- * +--+--+--+ Here, that trick doesn't work: there's no
- * | | | 1 x n rectangle with the singleton at one
- * | | | end. Instead, we extend a 1 x n rectangle
- * | | | _out_ from the singleton, shaving a layer
- * +--+--+ | off the end of another rectangle. So if we
- * | | | | extended up, we'd make our singleton part
- * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
- * | | | used to be; or we could extend right into
- * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
- *
- * +-----+--+ Here, we can't even do _that_, since any
- * | | | direction we choose to extend the singleton
- * +--+--+ | will produce a new singleton as a result of
- * | | | | truncating one of the size-2 rectangles.
- * | +--+--+ Fortunately, this case can _only_ occur when
- * | | | a singleton is surrounded by four size-2s
- * +--+-----+ in this fashion; so instead we can simply
- * replace the whole section with a single 3x3.
- */
- for (x = 0; x < params2->w; x++) {
- for (y = 0; y < params2->h; y++) {
- if (index(params2, grid, x, y) < 0) {
- int dirs[4], ndirs;
+ /*
+ * Deal with singleton spaces remaining in the grid, one by
+ * one.
+ *
+ * We do this by making a local change to the layout. There are
+ * several possibilities:
+ *
+ * +-----+-----+ Here, we can remove the singleton by
+ * | | | extending the 1x2 rectangle below it
+ * +--+--+-----+ into a 1x3.
+ * | | | |
+ * | +--+ |
+ * | | | |
+ * | | | |
+ * | | | |
+ * +--+--+-----+
+ *
+ * +--+--+--+ Here, that trick doesn't work: there's no
+ * | | | 1 x n rectangle with the singleton at one
+ * | | | end. Instead, we extend a 1 x n rectangle
+ * | | | _out_ from the singleton, shaving a layer
+ * +--+--+ | off the end of another rectangle. So if we
+ * | | | | extended up, we'd make our singleton part
+ * | +--+--+ of a 1x3 and generate a 1x2 where the 2x2
+ * | | | used to be; or we could extend right into
+ * +--+-----+ a 2x1, turning the 1x3 into a 1x2.
+ *
+ * +-----+--+ Here, we can't even do _that_, since any
+ * | | | direction we choose to extend the singleton
+ * +--+--+ | will produce a new singleton as a result of
+ * | | | | truncating one of the size-2 rectangles.
+ * | +--+--+ Fortunately, this case can _only_ occur when
+ * | | | a singleton is surrounded by four size-2s
+ * +--+-----+ in this fashion; so instead we can simply
+ * replace the whole section with a single 3x3.
+ */
+ for (x = 0; x < params2->w; x++) {
+ for (y = 0; y < params2->h; y++) {
+ if (index(params2, grid, x, y) < 0) {
+ int dirs[4], ndirs;
#ifdef GENERATION_DIAGNOSTICS
- display_grid(params2, grid, NULL, FALSE);
- printf("singleton at %d,%d\n", x, y);
+ display_grid(params2, grid, NULL, FALSE);
+ printf("singleton at %d,%d\n", x, y);
#endif
- /*
- * Check in which directions we can feasibly extend
- * the singleton. We can extend in a particular
- * direction iff either:
- *
- * - the rectangle on that side of the singleton
- * is not 2x1, and we are at one end of the edge
- * of it we are touching
- *
- * - it is 2x1 but we are on its short side.
- *
- * FIXME: we could plausibly choose between these
- * based on the sizes of the rectangles they would
- * create?
- */
- ndirs = 0;
- if (x < params2->w-1) {
- struct rect r = find_rect(params2, grid, x+1, y);
- if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
- dirs[ndirs++] = 1; /* right */
- }
- if (y > 0) {
- struct rect r = find_rect(params2, grid, x, y-1);
- if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
- dirs[ndirs++] = 2; /* up */
- }
- if (x > 0) {
- struct rect r = find_rect(params2, grid, x-1, y);
- if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
- dirs[ndirs++] = 4; /* left */
- }
- if (y < params2->h-1) {
- struct rect r = find_rect(params2, grid, x, y+1);
- if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
- dirs[ndirs++] = 8; /* down */
- }
+ /*
+ * Check in which directions we can feasibly extend
+ * the singleton. We can extend in a particular
+ * direction iff either:
+ *
+ * - the rectangle on that side of the singleton
+ * is not 2x1, and we are at one end of the edge
+ * of it we are touching
+ *
+ * - it is 2x1 but we are on its short side.
+ *
+ * FIXME: we could plausibly choose between these
+ * based on the sizes of the rectangles they would
+ * create?
+ */
+ ndirs = 0;
+ if (x < params2->w-1) {
+ struct rect r = find_rect(params2, grid, x+1, y);
+ if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
+ dirs[ndirs++] = 1; /* right */
+ }
+ if (y > 0) {
+ struct rect r = find_rect(params2, grid, x, y-1);
+ if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
+ dirs[ndirs++] = 2; /* up */
+ }
+ if (x > 0) {
+ struct rect r = find_rect(params2, grid, x-1, y);
+ if ((r.w * r.h > 2 && (r.y==y || r.y+r.h-1==y)) || r.h==1)
+ dirs[ndirs++] = 4; /* left */
+ }
+ if (y < params2->h-1) {
+ struct rect r = find_rect(params2, grid, x, y+1);
+ if ((r.w * r.h > 2 && (r.x==x || r.x+r.w-1==x)) || r.w==1)
+ dirs[ndirs++] = 8; /* down */
+ }
- if (ndirs > 0) {
- int which, dir;
- struct rect r1, r2;
+ if (ndirs > 0) {
+ int which, dir;
+ struct rect r1, r2;
- which = random_upto(rs, ndirs);
- dir = dirs[which];
+ which = random_upto(rs, ndirs);
+ dir = dirs[which];
- switch (dir) {
- case 1: /* right */
- assert(x < params2->w+1);
+ switch (dir) {
+ case 1: /* right */
+ assert(x < params2->w+1);
#ifdef GENERATION_DIAGNOSTICS
- printf("extending right\n");
+ printf("extending right\n");
#endif
- r1 = find_rect(params2, grid, x+1, y);
- r2.x = x;
- r2.y = y;
- r2.w = 1 + r1.w;
- r2.h = 1;
- if (r1.y == y)
- r1.y++;
- r1.h--;
- break;
- case 2: /* up */
- assert(y > 0);
+ r1 = find_rect(params2, grid, x+1, y);
+ r2.x = x;
+ r2.y = y;
+ r2.w = 1 + r1.w;
+ r2.h = 1;
+ if (r1.y == y)
+ r1.y++;
+ r1.h--;
+ break;
+ case 2: /* up */
+ assert(y > 0);
#ifdef GENERATION_DIAGNOSTICS
- printf("extending up\n");
+ printf("extending up\n");
#endif
- r1 = find_rect(params2, grid, x, y-1);
- r2.x = x;
- r2.y = r1.y;
- r2.w = 1;
- r2.h = 1 + r1.h;
- if (r1.x == x)
- r1.x++;
- r1.w--;
- break;
- case 4: /* left */
- assert(x > 0);
+ r1 = find_rect(params2, grid, x, y-1);
+ r2.x = x;
+ r2.y = r1.y;
+ r2.w = 1;
+ r2.h = 1 + r1.h;
+ if (r1.x == x)
+ r1.x++;
+ r1.w--;
+ break;
+ case 4: /* left */
+ assert(x > 0);
#ifdef GENERATION_DIAGNOSTICS
- printf("extending left\n");
+ printf("extending left\n");
#endif
- r1 = find_rect(params2, grid, x-1, y);
- r2.x = r1.x;
- r2.y = y;
- r2.w = 1 + r1.w;
- r2.h = 1;
- if (r1.y == y)
- r1.y++;
- r1.h--;
- break;
- case 8: /* down */
- assert(y < params2->h+1);
+ r1 = find_rect(params2, grid, x-1, y);
+ r2.x = r1.x;
+ r2.y = y;
+ r2.w = 1 + r1.w;
+ r2.h = 1;
+ if (r1.y == y)
+ r1.y++;
+ r1.h--;
+ break;
+ case 8: /* down */
+ assert(y < params2->h+1);
#ifdef GENERATION_DIAGNOSTICS
- printf("extending down\n");
+ printf("extending down\n");
#endif
- r1 = find_rect(params2, grid, x, y+1);
- r2.x = x;
- r2.y = y;
- r2.w = 1;
- r2.h = 1 + r1.h;
- if (r1.x == x)
- r1.x++;
- r1.w--;
- break;
- }
- if (r1.h > 0 && r1.w > 0)
- place_rect(params2, grid, r1);
- place_rect(params2, grid, r2);
- } else {
+ r1 = find_rect(params2, grid, x, y+1);
+ r2.x = x;
+ r2.y = y;
+ r2.w = 1;
+ r2.h = 1 + r1.h;
+ if (r1.x == x)
+ r1.x++;
+ r1.w--;
+ break;
+ }
+ if (r1.h > 0 && r1.w > 0)
+ place_rect(params2, grid, r1);
+ place_rect(params2, grid, r2);
+ } else {
#ifndef NDEBUG
- /*
- * Sanity-check that there really is a 3x3
- * rectangle surrounding this singleton and it
- * contains absolutely everything we could
- * possibly need.
- */
- {
- int xx, yy;
- assert(x > 0 && x < params2->w-1);
- assert(y > 0 && y < params2->h-1);
-
- for (xx = x-1; xx <= x+1; xx++)
- for (yy = y-1; yy <= y+1; yy++) {
- struct rect r = find_rect(params2,grid,xx,yy);
- assert(r.x >= x-1);
- assert(r.y >= y-1);
- assert(r.x+r.w-1 <= x+1);
- assert(r.y+r.h-1 <= y+1);
- }
- }
+ /*
+ * Sanity-check that there really is a 3x3
+ * rectangle surrounding this singleton and it
+ * contains absolutely everything we could
+ * possibly need.
+ */
+ {
+ int xx, yy;
+ assert(x > 0 && x < params2->w-1);
+ assert(y > 0 && y < params2->h-1);
+
+ for (xx = x-1; xx <= x+1; xx++)
+ for (yy = y-1; yy <= y+1; yy++) {
+ struct rect r = find_rect(params2,grid,xx,yy);
+ assert(r.x >= x-1);
+ assert(r.y >= y-1);
+ assert(r.x+r.w-1 <= x+1);
+ assert(r.y+r.h-1 <= y+1);
+ }
+ }
#endif
-
+
#ifdef GENERATION_DIAGNOSTICS
- printf("need the 3x3 trick\n");
+ printf("need the 3x3 trick\n");
#endif
- /*
- * FIXME: If the maximum rectangle area for
- * this grid is less than 9, we ought to
- * subdivide the 3x3 in some fashion. There are
- * five other possibilities:
- *
- * - a 6 and a 3
- * - a 4, a 3 and a 2
- * - three 3s
- * - a 3 and three 2s (two different arrangements).
- */
-
- {
- struct rect r;
- r.x = x-1;
- r.y = y-1;
- r.w = r.h = 3;
- place_rect(params2, grid, r);
+ /*
+ * FIXME: If the maximum rectangle area for
+ * this grid is less than 9, we ought to
+ * subdivide the 3x3 in some fashion. There are
+ * five other possibilities:
+ *
+ * - a 6 and a 3
+ * - a 4, a 3 and a 2
+ * - three 3s
+ * - a 3 and three 2s (two different arrangements).
+ */
+
+ {
+ struct rect r;
+ r.x = x-1;
+ r.y = y-1;
+ r.w = r.h = 3;
+ place_rect(params2, grid, r);
+ }
}
}
}
}
- }
- /*
- * We have now constructed a grid of the size specified in
- * params2. Now we extend it into a grid of the size specified
- * in params. We do this in two passes: we extend it vertically
- * until it's the right height, then we transpose it, then
- * extend it vertically again (getting it effectively the right
- * width), then finally transpose again.
- */
- for (i = 0; i < 2; i++) {
- int *grid2, *expand, *where;
- game_params params3real, *params3 = ¶ms3real;
+ /*
+ * We have now constructed a grid of the size specified in
+ * params2. Now we extend it into a grid of the size specified
+ * in params. We do this in two passes: we extend it vertically
+ * until it's the right height, then we transpose it, then
+ * extend it vertically again (getting it effectively the right
+ * width), then finally transpose again.
+ */
+ for (i = 0; i < 2; i++) {
+ int *grid2, *expand, *where;
+ game_params params3real, *params3 = ¶ms3real;
#ifdef GENERATION_DIAGNOSTICS
- printf("before expansion:\n");
- display_grid(params2, grid, NULL, TRUE);
+ printf("before expansion:\n");
+ display_grid(params2, grid, NULL, TRUE);
#endif
- /*
- * Set up the new grid.
- */
- grid2 = snewn(params2->w * params->h, int);
- expand = snewn(params2->h-1, int);
- where = snewn(params2->w, int);
- params3->w = params2->w;
- params3->h = params->h;
-
- /*
- * Decide which horizontal edges are going to get expanded,
- * and by how much.
- */
- for (y = 0; y < params2->h-1; y++)
- expand[y] = 0;
- for (y = params2->h; y < params->h; y++) {
- x = random_upto(rs, params2->h-1);
- expand[x]++;
- }
+ /*
+ * Set up the new grid.
+ */
+ grid2 = snewn(params2->w * params->h, int);
+ expand = snewn(params2->h-1, int);
+ where = snewn(params2->w, int);
+ params3->w = params2->w;
+ params3->h = params->h;
+
+ /*
+ * Decide which horizontal edges are going to get expanded,
+ * and by how much.
+ */
+ for (y = 0; y < params2->h-1; y++)
+ expand[y] = 0;
+ for (y = params2->h; y < params->h; y++) {
+ x = random_upto(rs, params2->h-1);
+ expand[x]++;
+ }
#ifdef GENERATION_DIAGNOSTICS
- printf("expand[] = {");
- for (y = 0; y < params2->h-1; y++)
- printf(" %d", expand[y]);
- printf(" }\n");
+ printf("expand[] = {");
+ for (y = 0; y < params2->h-1; y++)
+ printf(" %d", expand[y]);
+ printf(" }\n");
#endif
- /*
- * Perform the expansion. The way this works is that we
- * alternately:
- *
- * - copy a row from grid into grid2
- *
- * - invent some number of additional rows in grid2 where
- * there was previously only a horizontal line between
- * rows in grid, and make random decisions about where
- * among these to place each rectangle edge that ran
- * along this line.
- */
- for (y = y2 = y2last = 0; y < params2->h; y++) {
- /*
- * Copy a single line from row y of grid into row y2 of
- * grid2.
- */
- for (x = 0; x < params2->w; x++) {
- int val = index(params2, grid, x, y);
- if (val / params2->w == y && /* rect starts on this line */
- (y2 == 0 || /* we're at the very top, or... */
- index(params3, grid2, x, y2-1) / params3->w < y2last
- /* this rect isn't already started */))
- index(params3, grid2, x, y2) =
- INDEX(params3, val % params2->w, y2);
- else
- index(params3, grid2, x, y2) =
- index(params3, grid2, x, y2-1);
- }
+ /*
+ * Perform the expansion. The way this works is that we
+ * alternately:
+ *
+ * - copy a row from grid into grid2
+ *
+ * - invent some number of additional rows in grid2 where
+ * there was previously only a horizontal line between
+ * rows in grid, and make random decisions about where
+ * among these to place each rectangle edge that ran
+ * along this line.
+ */
+ for (y = y2 = y2last = 0; y < params2->h; y++) {
+ /*
+ * Copy a single line from row y of grid into row y2 of
+ * grid2.
+ */
+ for (x = 0; x < params2->w; x++) {
+ int val = index(params2, grid, x, y);
+ if (val / params2->w == y && /* rect starts on this line */
+ (y2 == 0 || /* we're at the very top, or... */
+ index(params3, grid2, x, y2-1) / params3->w < y2last
+ /* this rect isn't already started */))
+ index(params3, grid2, x, y2) =
+ INDEX(params3, val % params2->w, y2);
+ else
+ index(params3, grid2, x, y2) =
+ index(params3, grid2, x, y2-1);
+ }
- /*
- * If that was the last line, terminate the loop early.
- */
- if (++y2 == params3->h)
- break;
-
- y2last = y2;
-
- /*
- * Invent some number of additional lines. First walk
- * along this line working out where to put all the
- * edges that coincide with it.
- */
- yx = -1;
- for (x = 0; x < params2->w; x++) {
- if (index(params2, grid, x, y) !=
- index(params2, grid, x, y+1)) {
- /*
- * This is a horizontal edge, so it needs
- * placing.
- */
- if (x == 0 ||
- (index(params2, grid, x-1, y) !=
- index(params2, grid, x, y) &&
- index(params2, grid, x-1, y+1) !=
- index(params2, grid, x, y+1))) {
- /*
- * Here we have the chance to make a new
- * decision.
- */
- yx = random_upto(rs, expand[y]+1);
- } else {
- /*
- * Here we just reuse the previous value of
- * yx.
- */
- }
- } else
- yx = -1;
- where[x] = yx;
- }
+ /*
+ * If that was the last line, terminate the loop early.
+ */
+ if (++y2 == params3->h)
+ break;
- for (yx = 0; yx < expand[y]; yx++) {
- /*
- * Invent a single row. For each square in the row,
- * we copy the grid entry from the square above it,
- * unless we're starting the new rectangle here.
- */
- for (x = 0; x < params2->w; x++) {
- if (yx == where[x]) {
- int val = index(params2, grid, x, y+1);
- val %= params2->w;
- val = INDEX(params3, val, y2);
- index(params3, grid2, x, y2) = val;
- } else
- index(params3, grid2, x, y2) =
- index(params3, grid2, x, y2-1);
- }
+ y2last = y2;
- y2++;
- }
- }
+ /*
+ * Invent some number of additional lines. First walk
+ * along this line working out where to put all the
+ * edges that coincide with it.
+ */
+ yx = -1;
+ for (x = 0; x < params2->w; x++) {
+ if (index(params2, grid, x, y) !=
+ index(params2, grid, x, y+1)) {
+ /*
+ * This is a horizontal edge, so it needs
+ * placing.
+ */
+ if (x == 0 ||
+ (index(params2, grid, x-1, y) !=
+ index(params2, grid, x, y) &&
+ index(params2, grid, x-1, y+1) !=
+ index(params2, grid, x, y+1))) {
+ /*
+ * Here we have the chance to make a new
+ * decision.
+ */
+ yx = random_upto(rs, expand[y]+1);
+ } else {
+ /*
+ * Here we just reuse the previous value of
+ * yx.
+ */
+ }
+ } else
+ yx = -1;
+ where[x] = yx;
+ }
+
+ for (yx = 0; yx < expand[y]; yx++) {
+ /*
+ * Invent a single row. For each square in the row,
+ * we copy the grid entry from the square above it,
+ * unless we're starting the new rectangle here.
+ */
+ for (x = 0; x < params2->w; x++) {
+ if (yx == where[x]) {
+ int val = index(params2, grid, x, y+1);
+ val %= params2->w;
+ val = INDEX(params3, val, y2);
+ index(params3, grid2, x, y2) = val;
+ } else
+ index(params3, grid2, x, y2) =
+ index(params3, grid2, x, y2-1);
+ }
+
+ y2++;
+ }
+ }
- sfree(expand);
- sfree(where);
+ sfree(expand);
+ sfree(where);
#ifdef GENERATION_DIAGNOSTICS
- printf("after expansion:\n");
- display_grid(params3, grid2, NULL, TRUE);
+ printf("after expansion:\n");
+ display_grid(params3, grid2, NULL, TRUE);
#endif
- /*
- * Transpose.
- */
- params2->w = params3->h;
- params2->h = params3->w;
- sfree(grid);
- grid = snewn(params2->w * params2->h, int);
- for (x = 0; x < params2->w; x++)
- for (y = 0; y < params2->h; y++) {
- int idx1 = INDEX(params2, x, y);
- int idx2 = INDEX(params3, y, x);
- int tmp;
-
- tmp = grid2[idx2];
- tmp = (tmp % params3->w) * params2->w + (tmp / params3->w);
- grid[idx1] = tmp;
- }
+ /*
+ * Transpose.
+ */
+ params2->w = params3->h;
+ params2->h = params3->w;
+ sfree(grid);
+ grid = snewn(params2->w * params2->h, int);
+ for (x = 0; x < params2->w; x++)
+ for (y = 0; y < params2->h; y++) {
+ int idx1 = INDEX(params2, x, y);
+ int idx2 = INDEX(params3, y, x);
+ int tmp;
+
+ tmp = grid2[idx2];
+ tmp = (tmp % params3->w) * params2->w + (tmp / params3->w);
+ grid[idx1] = tmp;
+ }
- sfree(grid2);
+ sfree(grid2);
- {
- int tmp;
- tmp = params->w;
- params->w = params->h;
- params->h = tmp;
- }
+ {
+ int tmp;
+ tmp = params->w;
+ params->w = params->h;
+ params->h = tmp;
+ }
#ifdef GENERATION_DIAGNOSTICS
- printf("after transposition:\n");
- display_grid(params2, grid, NULL, TRUE);
+ printf("after transposition:\n");
+ display_grid(params2, grid, NULL, TRUE);
#endif
- }
+ }
- /*
- * Store the rectangle data in the game_aux_info.
- */
- {
- game_aux_info *ai = snew(game_aux_info);
+ /*
+ * Run the solver to narrow down the possible number
+ * placements.
+ */
+ {
+ struct numberdata *nd;
+ int nnumbers, i, ret;
+
+ /* Count the rectangles. */
+ nnumbers = 0;
+ for (y = 0; y < params->h; y++) {
+ for (x = 0; x < params->w; x++) {
+ int idx = INDEX(params, x, y);
+ if (index(params, grid, x, y) == idx)
+ nnumbers++;
+ }
+ }
- ai->w = params->w;
- ai->h = params->h;
- ai->vedge = snewn(ai->w * ai->h, unsigned char);
- ai->hedge = snewn(ai->w * ai->h, unsigned char);
+ nd = snewn(nnumbers, struct numberdata);
+
+ /* Now set up each number's candidate position list. */
+ i = 0;
+ for (y = 0; y < params->h; y++) {
+ for (x = 0; x < params->w; x++) {
+ int idx = INDEX(params, x, y);
+ if (index(params, grid, x, y) == idx) {
+ struct rect r = find_rect(params, grid, x, y);
+ int j, k, m;
+
+ nd[i].area = r.w * r.h;
+ nd[i].npoints = nd[i].area;
+ nd[i].points = snewn(nd[i].npoints, struct point);
+ m = 0;
+ for (j = 0; j < r.h; j++)
+ for (k = 0; k < r.w; k++) {
+ nd[i].points[m].x = k + r.x;
+ nd[i].points[m].y = j + r.y;
+ m++;
+ }
+ assert(m == nd[i].npoints);
- for (y = 0; y < params->h; y++)
- for (x = 1; x < params->w; x++) {
- vedge(ai, x, y) =
- index(params, grid, x, y) != index(params, grid, x-1, y);
- }
- for (y = 1; y < params->h; y++)
- for (x = 0; x < params->w; x++) {
- hedge(ai, x, y) =
- index(params, grid, x, y) != index(params, grid, x, y-1);
- }
+ i++;
+ }
+ }
+ }
+
+ if (params->unique)
+ ret = rect_solver(params->w, params->h, nnumbers, nd, rs);
+ else
+ ret = TRUE; /* allow any number placement at all */
+
+ if (ret) {
+ /*
+ * Now place the numbers according to the solver's
+ * recommendations.
+ */
+ numbers = snewn(params->w * params->h, int);
+
+ for (y = 0; y < params->h; y++)
+ for (x = 0; x < params->w; x++) {
+ index(params, numbers, x, y) = 0;
+ }
+
+ for (i = 0; i < nnumbers; i++) {
+ int idx = random_upto(rs, nd[i].npoints);
+ int x = nd[i].points[idx].x;
+ int y = nd[i].points[idx].y;
+ index(params,numbers,x,y) = nd[i].area;
+ }
+ }
- *aux = ai;
+ /*
+ * Clean up.
+ */
+ for (i = 0; i < nnumbers; i++)
+ sfree(nd[i].points);
+ sfree(nd);
+
+ /*
+ * If we've succeeded, then terminate the loop.
+ */
+ if (ret)
+ break;
+ }
+
+ /*
+ * Give up and go round again.
+ */
+ sfree(grid);
}
/*
- * Place numbers.
+ * Store the rectangle data in the game_aux_info.
*/
- numbers = snewn(params->w * params->h, int);
+ {
+ game_aux_info *ai = snew(game_aux_info);
- for (y = 0; y < params->h; y++)
- for (x = 0; x < params->w; x++) {
- index(params, numbers, x, y) = 0;
- }
+ ai->w = params->w;
+ ai->h = params->h;
+ ai->vedge = snewn(ai->w * ai->h, unsigned char);
+ ai->hedge = snewn(ai->w * ai->h, unsigned char);
- for (x = 0; x < params->w; x++) {
- for (y = 0; y < params->h; y++) {
- int idx = INDEX(params, x, y);
- if (index(params, grid, x, y) == idx) {
- struct rect r = find_rect(params, grid, x, y);
- int n, xx, yy;
-
- /*
- * Decide where to put the number.
- */
- n = random_upto(rs, r.w*r.h);
- yy = n / r.w;
- xx = n % r.w;
- index(params,numbers,x+xx,y+yy) = r.w*r.h;
+ for (y = 0; y < params->h; y++)
+ for (x = 1; x < params->w; x++) {
+ vedge(ai, x, y) =
+ index(params, grid, x, y) != index(params, grid, x-1, y);
}
- }
+ for (y = 1; y < params->h; y++)
+ for (x = 0; x < params->w; x++) {
+ hedge(ai, x, y) =
+ index(params, grid, x, y) != index(params, grid, x, y-1);
+ }
+
+ *aux = ai;
}
#ifdef GENERATION_DIAGNOSTICS
display_grid(params, grid, numbers, FALSE);
#endif
- seed = snewn(11 * params->w * params->h, char);
- p = seed;
+ desc = snewn(11 * params->w * params->h, char);
+ p = desc;
run = 0;
for (i = 0; i <= params->w * params->h; i++) {
int n = (i < params->w * params->h ? numbers[i] : -1);
* bottom right, there's no point putting an
* unnecessary _ before or after it.
*/
- if (p > seed && n > 0)
+ if (p > desc && n > 0)
*p++ = '_';
}
if (n > 0)
sfree(grid);
sfree(numbers);
- return seed;
+ return desc;
}
static void game_free_aux_info(game_aux_info *ai)
sfree(ai);
}
-static char *validate_seed(game_params *params, char *seed)
+static char *validate_desc(game_params *params, char *desc)
{
int area = params->w * params->h;
int squares = 0;
- while (*seed) {
- int n = *seed++;
+ while (*desc) {
+ int n = *desc++;
if (n >= 'a' && n <= 'z') {
squares += n - 'a' + 1;
} else if (n == '_') {
/* do nothing */;
} else if (n > '0' && n <= '9') {
squares++;
- while (*seed >= '0' && *seed <= '9')
- seed++;
+ while (*desc >= '0' && *desc <= '9')
+ desc++;
} else
- return "Invalid character in game specification";
+ return "Invalid character in game description";
}
if (squares < area)
return NULL;
}
-static game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(game_params *params, char *desc)
{
game_state *state = snew(game_state);
int x, y, i, area;
state->completed = state->cheated = FALSE;
i = 0;
- while (*seed) {
- int n = *seed++;
+ while (*desc) {
+ int n = *desc++;
if (n >= 'a' && n <= 'z') {
int run = n - 'a' + 1;
assert(i + run <= area);
/* do nothing */;
} else if (n > '0' && n <= '9') {
assert(i < area);
- state->grid[i++] = atoi(seed-1);
- while (*seed >= '0' && *seed <= '9')
- seed++;
+ state->grid[i++] = atoi(desc-1);
+ while (*desc >= '0' && *desc <= '9')
+ desc++;
} else {
assert(!"We can't get here");
}
int startdrag = FALSE, enddrag = FALSE, active = FALSE;
game_state *ret;
+ button &= ~MOD_MASK;
+
if (button == LEFT_BUTTON) {
startdrag = TRUE;
} else if (button == LEFT_RELEASE) {
dup_params,
TRUE, game_configure, custom_params,
validate_params,
- new_game_seed,
+ new_game_desc,
game_free_aux_info,
- validate_seed,
+ validate_desc,
new_game,
dup_game,
free_game,