Rogue diagnostic!
[sgt/puzzles] / samegame.c
CommitLineData
6bbab0fe 1/*
2 * 'same game' -- try to remove all the coloured squares by
3 * selecting regions of contiguous colours.
4 */
5
6#include <stdio.h>
7#include <stdlib.h>
8#include <string.h>
9#include <assert.h>
10#include <ctype.h>
11#include <math.h>
12
13#include "puzzles.h"
14
15#define TILE_INNER (ds->tileinner)
16#define TILE_GAP (ds->tilegap)
17#define TILE_SIZE (TILE_INNER + TILE_GAP)
18#define PREFERRED_TILE_SIZE 32
19#define BORDER (TILE_SIZE / 2)
20#define HIGHLIGHT_WIDTH 2
21
22#define FLASH_FRAME 0.13F
23
24#define COORD(x) ( (x) * TILE_SIZE + BORDER )
25#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
26
27#define X(state, i) ( (i) % (state)->params.w )
28#define Y(state, i) ( (i) / (state)->params.w )
29#define C(state, x, y) ( (y) * (state)->w + (x) )
30
31enum {
32 COL_BACKGROUND,
33 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9,
34 COL_IMPOSSIBLE, COL_SEL, COL_HIGHLIGHT, COL_LOWLIGHT,
35 NCOLOURS
36};
37
38/* scoresub is 1 or 2 (for (n-1)^2 or (n-2)^2) */
39struct game_params {
40 int w, h, ncols, scoresub;
41};
42
43/* These flags must be unique across all uses; in the game_state,
44 * the game_ui, and the drawstate (as they all get combined in the
45 * drawstate). */
f1359c5e 46#define TILE_COLMASK 0x00ff
47#define TILE_SELECTED 0x0100 /* used in ui and drawstate */
48#define TILE_JOINRIGHT 0x0200 /* used in drawstate */
49#define TILE_JOINDOWN 0x0400 /* used in drawstate */
50#define TILE_JOINDIAG 0x0800 /* used in drawstate */
51#define TILE_HASSEL 0x1000 /* used in drawstate */
d951510d 52#define TILE_IMPOSSIBLE 0x2000 /* used in drawstate */
6bbab0fe 53
54#define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)])
55#define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK)
56#define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED)
57
58#define SWAPTILE(gs,x1,y1,x2,y2) do { \
59 int t = TILE(gs,x1,y1); \
60 TILE(gs,x1,y1) = TILE(gs,x2,y2); \
61 TILE(gs,x2,y2) = t; \
62} while (0)
63
64static int npoints(game_params *params, int nsel)
65{
66 int sdiff = nsel - params->scoresub;
67 return (sdiff > 0) ? sdiff * sdiff : 0;
68}
69
70struct game_state {
71 struct game_params params;
72 int n;
73 int *tiles; /* colour only */
74 int score;
75 int complete, impossible;
76};
77
78static game_params *default_params(void)
79{
80 game_params *ret = snew(game_params);
81 ret->w = 5;
82 ret->h = 5;
83 ret->ncols = 3;
84 ret->scoresub = 2;
85 return ret;
86}
87
88static const struct game_params samegame_presets[] = {
89 { 5, 5, 3, 2 },
90 { 10, 5, 3, 2 },
91 { 15, 10, 3, 2 },
92 { 15, 10, 4, 2 },
93 { 20, 15, 4, 2 }
94};
95
96static int game_fetch_preset(int i, char **name, game_params **params)
97{
98 game_params *ret;
99 char str[80];
100
101 if (i < 0 || i >= lenof(samegame_presets))
102 return FALSE;
103
104 ret = snew(game_params);
105 *ret = samegame_presets[i];
106
107 sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols);
108
109 *name = dupstr(str);
110 *params = ret;
111 return TRUE;
112}
113
114static void free_params(game_params *params)
115{
116 sfree(params);
117}
118
119static game_params *dup_params(game_params *params)
120{
121 game_params *ret = snew(game_params);
122 *ret = *params; /* structure copy */
123 return ret;
124}
125
126static void decode_params(game_params *params, char const *string)
127{
128 char const *p = string;
129
130 params->w = atoi(p);
131 while (*p && isdigit((unsigned char)*p)) p++;
132 if (*p == 'x') {
133 p++;
134 params->h = atoi(p);
135 while (*p && isdigit((unsigned char)*p)) p++;
136 } else {
137 params->h = params->w;
138 }
139 if (*p++ == 'c') {
140 params->ncols = atoi(p);
141 while (*p && isdigit((unsigned char)*p)) p++;
142 } else {
143 params->ncols = 3;
144 }
145 if (*p++ == 's') {
146 params->scoresub = atoi(p);
147 while (*p && isdigit((unsigned char)*p)) p++;
148 } else {
149 params->scoresub = 2;
150 }
151}
152
153static char *encode_params(game_params *params, int full)
154{
155 char ret[80];
156
157 sprintf(ret, "%dx%dc%ds%d",
158 params->w, params->h, params->ncols, params->scoresub);
159 return dupstr(ret);
160}
161
162static config_item *game_configure(game_params *params)
163{
164 config_item *ret;
165 char buf[80];
166
167 ret = snewn(5, config_item);
168
169 ret[0].name = "Width";
170 ret[0].type = C_STRING;
171 sprintf(buf, "%d", params->w);
172 ret[0].sval = dupstr(buf);
173 ret[0].ival = 0;
174
175 ret[1].name = "Height";
176 ret[1].type = C_STRING;
177 sprintf(buf, "%d", params->h);
178 ret[1].sval = dupstr(buf);
179 ret[1].ival = 0;
180
181 ret[2].name = "No. of colours";
182 ret[2].type = C_STRING;
183 sprintf(buf, "%d", params->ncols);
184 ret[2].sval = dupstr(buf);
185 ret[2].ival = 0;
186
187 ret[3].name = "Scoring system";
188 ret[3].type = C_CHOICES;
189 ret[3].sval = ":(n-1)^2:(n-2)^2";
190 ret[3].ival = params->scoresub-1;
191
192 ret[4].name = NULL;
193 ret[4].type = C_END;
194 ret[4].sval = NULL;
195 ret[4].ival = 0;
196
197 return ret;
198}
199
200static game_params *custom_params(config_item *cfg)
201{
202 game_params *ret = snew(game_params);
203
204 ret->w = atoi(cfg[0].sval);
205 ret->h = atoi(cfg[1].sval);
206 ret->ncols = atoi(cfg[2].sval);
207 ret->scoresub = cfg[3].ival + 1;
208
209 return ret;
210}
211
212static char *validate_params(game_params *params)
213{
214 if (params->w < 1 || params->h < 1)
215 return "Width and height must both be positive";
216 if (params->ncols < 2)
217 return "It's too easy with only one colour...";
218 if (params->ncols > 9)
219 return "Maximum of 9 colours";
220
221 /* ...and we must make sure we can generate at least 2 squares
222 * of each colour so it's theoretically soluble. */
223 if ((params->w * params->h) < (params->ncols * 2))
224 return "Too many colours makes given grid size impossible";
225
226 if ((params->scoresub < 1) || (params->scoresub > 2))
227 return "Scoring system not recognised";
228
229 return NULL;
230}
231
232/* Currently this is a very very dumb game-generation engine; it
233 * just picks randomly from the tile space. I had a look at a few
234 * other same game implementations, and none of them attempt to do
235 * anything to try and make sure the grid started off with a nice
236 * set of large blocks.
237 *
238 * It does at least make sure that there are >= 2 of each colour
239 * present at the start.
240 */
241
242static char *new_game_desc(game_params *params, random_state *rs,
243 game_aux_info **aux, int interactive)
244{
245 char *ret;
246 int n, i, j, c, retlen, *tiles;
247
6bbab0fe 248 n = params->w * params->h;
249 tiles = snewn(n, int);
250 memset(tiles, 0, n*sizeof(int));
251
252 /* randomly place two of each colour */
253 for (c = 0; c < params->ncols; c++) {
254 for (j = 0; j < 2; j++) {
255 do {
256 i = (int)random_upto(rs, n);
257 } while (tiles[i] != 0);
258 tiles[i] = c+1;
259 }
260 }
261
262 /* fill in the rest randomly */
263 for (i = 0; i < n; i++) {
264 if (tiles[i] == 0)
265 tiles[i] = (int)random_upto(rs, params->ncols)+1;
266 }
267
268 ret = NULL;
269 retlen = 0;
270 for (i = 0; i < n; i++) {
271 char buf[80];
272 int k;
273
274 k = sprintf(buf, "%d,", tiles[i]);
275 ret = sresize(ret, retlen + k + 1, char);
276 strcpy(ret + retlen, buf);
277 retlen += k;
278 }
279 ret[retlen-1] = '\0'; /* delete last comma */
280
281 sfree(tiles);
282 return ret;
283}
284
285static void game_free_aux_info(game_aux_info *aux)
286{
287 assert(!"Shouldn't happen");
288}
289
290static char *validate_desc(game_params *params, char *desc)
291{
292 int area = params->w * params->h, i;
293 char *p = desc;
294
295 for (i = 0; i < area; i++) {
296 char *q = p;
297 int n;
298
299 if (!isdigit(*p))
300 return "Not enough numbers in string";
301 while (isdigit(*p)) p++;
302
303 if (i < area-1 && *p != ',')
304 return "Expected comma after number";
305 else if (i == area-1 && *p)
306 return "Excess junk at end of string";
307
308 n = atoi(q);
309 if (n < 0 || n > params->ncols)
310 return "Colour out of range";
311
312 if (*p) p++; /* eat comma */
313 }
314 return NULL;
315}
316
317static game_state *new_game(midend_data *me, game_params *params, char *desc)
318{
319 game_state *state = snew(game_state);
320 char *p = desc;
321 int i;
322
323 state->params = *params; /* struct copy */
324 state->n = state->params.w * state->params.h;
325 state->tiles = snewn(state->n, int);
326
327 for (i = 0; i < state->n; i++) {
328 assert(*p);
329 state->tiles[i] = atoi(p);
330 while (*p && *p != ',')
331 p++;
332 if (*p) p++; /* eat comma */
333 }
334 state->complete = state->impossible = 0;
335 state->score = 0;
336
337 return state;
338}
339
340static game_state *dup_game(game_state *state)
341{
342 game_state *ret = snew(game_state);
343
344 *ret = *state; /* structure copy, except... */
345
346 ret->tiles = snewn(state->n, int);
347 memcpy(ret->tiles, state->tiles, state->n * sizeof(int));
348
349 return ret;
350}
351
352static void free_game(game_state *state)
353{
354 sfree(state->tiles);
355 sfree(state);
356}
357
df11cd4e 358static char *solve_game(game_state *state, game_state *currstate,
359 game_aux_info *aux, char **error)
6bbab0fe 360{
361 return NULL;
362}
363
364static char *game_text_format(game_state *state)
365{
366 char *ret, *p;
367 int x, y, maxlen;
368
369 maxlen = state->params.h * (state->params.w + 1);
370 ret = snewn(maxlen+1, char);
371 p = ret;
372
373 for (y = 0; y < state->params.h; y++) {
374 for (x = 0; x < state->params.w; x++) {
375 int t = TILE(state,x,y);
376 if (t <= 0) *p++ = ' ';
377 else if (t < 10) *p++ = '0'+t;
378 else *p++ = 'a'+(t-10);
379 }
380 *p++ = '\n';
381 }
382 assert(p - ret == maxlen);
383 *p = '\0';
384 return ret;
385}
386
387struct game_ui {
388 struct game_params params;
389 int *tiles; /* selected-ness only */
390 int nselected;
f1359c5e 391 int xsel, ysel, displaysel;
6bbab0fe 392};
393
394static game_ui *new_ui(game_state *state)
395{
396 game_ui *ui = snew(game_ui);
397
398 ui->params = state->params; /* structure copy */
399 ui->tiles = snewn(state->n, int);
400 memset(ui->tiles, 0, state->n*sizeof(int));
401 ui->nselected = 0;
402
f1359c5e 403 ui->xsel = ui->ysel = ui->displaysel = 0;
404
6bbab0fe 405 return ui;
406}
407
408static void free_ui(game_ui *ui)
409{
410 sfree(ui->tiles);
411 sfree(ui);
412}
413
ae8290c6 414char *encode_ui(game_ui *ui)
415{
416 return NULL;
417}
418
419void decode_ui(game_ui *ui, char *encoding)
420{
421}
422
6bbab0fe 423static void sel_clear(game_ui *ui, game_state *state)
424{
425 int i;
426
427 for (i = 0; i < state->n; i++)
428 ui->tiles[i] &= ~TILE_SELECTED;
429 ui->nselected = 0;
6bbab0fe 430}
431
432
433static void game_changed_state(game_ui *ui, game_state *oldstate,
434 game_state *newstate)
435{
436 sel_clear(ui, newstate);
437}
438
df11cd4e 439static char *sel_movedesc(game_ui *ui, game_state *state)
6bbab0fe 440{
df11cd4e 441 int i;
442 char *ret, *sep, buf[80];
443 int retlen, retsize;
6bbab0fe 444
df11cd4e 445 retsize = 256;
446 ret = snewn(retsize, char);
447 retlen = 0;
448 ret[retlen++] = 'M';
449 sep = "";
6bbab0fe 450
451 for (i = 0; i < state->n; i++) {
452 if (ui->tiles[i] & TILE_SELECTED) {
df11cd4e 453 sprintf(buf, "%s%d", sep, i);
454 sep = ",";
455 if (retlen + strlen(buf) >= retsize) {
456 retsize = retlen + strlen(buf) + 256;
457 ret = sresize(ret, retsize, char);
458 }
459 strcpy(ret + retlen, buf);
460 retlen += strlen(buf);
461
6bbab0fe 462 ui->tiles[i] &= ~TILE_SELECTED;
463 }
464 }
465 ui->nselected = 0;
df11cd4e 466
467 assert(retlen < retsize);
468 ret[retlen++] = '\0';
469 return sresize(ret, retlen, char);
6bbab0fe 470}
471
472static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
473{
474 int ns = 1, nadded, x, y, c;
475
476 TILE(ui,tx,ty) |= TILE_SELECTED;
6bbab0fe 477 do {
478 nadded = 0;
479
480 for (x = 0; x < state->params.w; x++) {
481 for (y = 0; y < state->params.h; y++) {
482 if (x == tx && y == ty) continue;
483 if (ISSEL(ui,x,y)) continue;
484
485 c = COL(state,x,y);
486 if ((x > 0) &&
487 ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) {
488 TILE(ui,x,y) |= TILE_SELECTED;
489 nadded++;
490 continue;
491 }
492
493 if ((x+1 < state->params.w) &&
494 ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) {
495 TILE(ui,x,y) |= TILE_SELECTED;
496 nadded++;
497 continue;
498 }
499
500 if ((y > 0) &&
501 ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) {
502 TILE(ui,x,y) |= TILE_SELECTED;
503 nadded++;
504 continue;
505 }
506
507 if ((y+1 < state->params.h) &&
508 ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) {
509 TILE(ui,x,y) |= TILE_SELECTED;
510 nadded++;
511 continue;
512 }
513 }
514 }
515 ns += nadded;
6bbab0fe 516 } while (nadded > 0);
517
518 if (ns > 1) {
519 ui->nselected = ns;
520 } else {
521 sel_clear(ui, state);
522 }
523}
524
525static int sg_emptycol(game_state *ret, int x)
526{
527 int y;
528 for (y = 0; y < ret->params.h; y++) {
529 if (COL(ret,x,y)) return 0;
530 }
531 return 1;
532}
533
534
535static void sg_snuggle(game_state *ret)
536{
537 int x,y, ndone;
538
539 /* make all unsupported tiles fall down. */
540 do {
541 ndone = 0;
542 for (x = 0; x < ret->params.w; x++) {
543 for (y = ret->params.h-1; y > 0; y--) {
544 if (COL(ret,x,y) != 0) continue;
545 if (COL(ret,x,y-1) != 0) {
546 SWAPTILE(ret,x,y,x,y-1);
547 ndone++;
548 }
549 }
550 }
551 } while (ndone);
552
553 /* shuffle all columns as far left as they can go. */
554 do {
555 ndone = 0;
556 for (x = 0; x < ret->params.w-1; x++) {
557 if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
6bbab0fe 558 ndone++;
559 for (y = 0; y < ret->params.h; y++) {
560 SWAPTILE(ret,x,y,x+1,y);
561 }
562 }
563 }
564 } while (ndone);
565}
566
567static void sg_check(game_state *ret)
568{
569 int x,y, complete = 1, impossible = 1;
570
571 for (x = 0; x < ret->params.w; x++) {
572 for (y = 0; y < ret->params.h; y++) {
573 if (COL(ret,x,y) == 0)
574 continue;
575 complete = 0;
576 if (x+1 < ret->params.w) {
577 if (COL(ret,x,y) == COL(ret,x+1,y))
578 impossible = 0;
579 }
580 if (y+1 < ret->params.h) {
581 if (COL(ret,x,y) == COL(ret,x,y+1))
582 impossible = 0;
583 }
584 }
585 }
586 ret->complete = complete;
587 ret->impossible = impossible;
588}
589
590struct game_drawstate {
591 int started, bgcolour;
592 int tileinner, tilegap;
593 int *tiles; /* contains colour and SELECTED. */
594};
595
df11cd4e 596static game_state *execute_move(game_state *from, char *move);
597
598static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
599 int x, int y, int button)
6bbab0fe 600{
601 int tx, ty;
df11cd4e 602 char *ret = "";
6bbab0fe 603
f1359c5e 604 ui->displaysel = 0;
605
606 if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
607 tx = FROMCOORD(x); ty= FROMCOORD(y);
608 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
609 button == CURSOR_LEFT || button == CURSOR_RIGHT) {
610 int dx = 0, dy = 0;
611 ui->displaysel = 1;
612 dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
613 dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
df11cd4e 614 ui->xsel = (ui->xsel + state->params.w + dx) % state->params.w;
615 ui->ysel = (ui->ysel + state->params.h + dy) % state->params.h;
f1359c5e 616 return ret;
617 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
618 button == '\n') {
619 ui->displaysel = 1;
620 tx = ui->xsel;
621 ty = ui->ysel;
f1359c5e 622 } else
6bbab0fe 623 return NULL;
624
df11cd4e 625 if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h)
6bbab0fe 626 return NULL;
df11cd4e 627 if (COL(state, tx, ty) == 0) return NULL;
6bbab0fe 628
629 if (ISSEL(ui,tx,ty)) {
630 if (button == RIGHT_BUTTON)
df11cd4e 631 sel_clear(ui, state);
6bbab0fe 632 else {
df11cd4e 633 game_state *tmp;
634
635 ret = sel_movedesc(ui, state);
636
637 /*
638 * Unfortunately, we must check for completeness or
639 * impossibility now, in order to update the game_ui;
640 * and we can't do that without constructing the new
641 * grid. Sigh.
642 */
643 tmp = execute_move(state, ret);
644 if (tmp->complete || tmp->impossible)
645 ui->displaysel = 0;
646 free_game(tmp);
6bbab0fe 647 }
648 } else {
df11cd4e 649 sel_clear(ui, state); /* might be no-op */
650 sel_expand(ui, state, tx, ty);
6bbab0fe 651 }
652
653 return ret;
654}
655
df11cd4e 656static game_state *execute_move(game_state *from, char *move)
657{
658 int i, n;
659 game_state *ret;
660
661 if (move[0] == 'M') {
662 ret = dup_game(from);
663
664 n = 0;
665 move++;
666
667 while (*move) {
668 i = atoi(move);
669 if (i < 0 || i >= ret->n) {
670 free_game(ret);
671 return NULL;
672 }
673 n++;
674 ret->tiles[i] = 0;
675
676 while (*move && isdigit((unsigned char)*move)) move++;
677 if (*move == ',') move++;
678 }
679
680 ret->score += npoints(&ret->params, n);
681
682 sg_snuggle(ret); /* shifts blanks down and to the left */
683 sg_check(ret); /* checks for completeness or impossibility */
684
685 return ret;
686 } else
687 return NULL; /* couldn't parse move string */
688}
689
6bbab0fe 690/* ----------------------------------------------------------------------
691 * Drawing routines.
692 */
693
694static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
695 int expand)
696{
697 int tsx, tsy, ts;
698
699 /*
700 * We could choose the tile gap dynamically as well if we
701 * wanted to; for example, at low tile sizes it might be
702 * sensible to leave it out completely. However, for the moment
703 * and for the sake of simplicity I'm just going to fix it at
704 * 2.
705 */
706 ds->tilegap = 2;
707
708 /*
709 * Each window dimension equals the tile size (inner plus gap)
710 * times the grid dimension, plus another tile size (border is
711 * half the width of a tile), minus one tile gap.
712 *
713 * We must cast to unsigned before adding to *x and *y, since
714 * they might be INT_MAX!
715 */
716 tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1);
717 tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1);
718
719 ts = min(tsx, tsy);
720 if (expand)
721 ds->tileinner = ts - ds->tilegap;
722 else
723 ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - ds->tilegap;
724
725 *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
726 *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
727}
728
729static float *game_colours(frontend *fe, game_state *state, int *ncolours)
730{
731 float *ret = snewn(3 * NCOLOURS, float);
732
733 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
734
735 ret[COL_1 * 3 + 0] = 0.0F;
736 ret[COL_1 * 3 + 1] = 0.0F;
737 ret[COL_1 * 3 + 2] = 1.0F;
738
739 ret[COL_2 * 3 + 0] = 0.0F;
740 ret[COL_2 * 3 + 1] = 0.5F;
741 ret[COL_2 * 3 + 2] = 0.0F;
742
743 ret[COL_3 * 3 + 0] = 1.0F;
744 ret[COL_3 * 3 + 1] = 0.0F;
745 ret[COL_3 * 3 + 2] = 0.0F;
746
367cfc41 747 ret[COL_4 * 3 + 0] = 1.0F;
748 ret[COL_4 * 3 + 1] = 1.0F;
749 ret[COL_4 * 3 + 2] = 0.0F;
6bbab0fe 750
367cfc41 751 ret[COL_5 * 3 + 0] = 1.0F;
752 ret[COL_5 * 3 + 1] = 0.0F;
753 ret[COL_5 * 3 + 2] = 1.0F;
6bbab0fe 754
367cfc41 755 ret[COL_6 * 3 + 0] = 0.0F;
756 ret[COL_6 * 3 + 1] = 1.0F;
757 ret[COL_6 * 3 + 2] = 1.0F;
6bbab0fe 758
367cfc41 759 ret[COL_7 * 3 + 0] = 0.5F;
760 ret[COL_7 * 3 + 1] = 0.5F;
761 ret[COL_7 * 3 + 2] = 1.0F;
6bbab0fe 762
367cfc41 763 ret[COL_8 * 3 + 0] = 0.5F;
764 ret[COL_8 * 3 + 1] = 1.0F;
765 ret[COL_8 * 3 + 2] = 0.5F;
6bbab0fe 766
367cfc41 767 ret[COL_9 * 3 + 0] = 1.0F;
768 ret[COL_9 * 3 + 1] = 0.5F;
769 ret[COL_9 * 3 + 2] = 0.5F;
6bbab0fe 770
771 ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
772 ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
773 ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F;
774
775 ret[COL_SEL * 3 + 0] = 1.0F;
776 ret[COL_SEL * 3 + 1] = 1.0F;
777 ret[COL_SEL * 3 + 2] = 1.0F;
778
779 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
780 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
781 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
782
783 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
784 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
785 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
786
787 *ncolours = NCOLOURS;
788 return ret;
789}
790
791static game_drawstate *game_new_drawstate(game_state *state)
792{
793 struct game_drawstate *ds = snew(struct game_drawstate);
794 int i;
795
796 ds->started = 0;
797 ds->tileinner = ds->tilegap = 0; /* not decided yet */
798 ds->tiles = snewn(state->n, int);
799 for (i = 0; i < state->n; i++)
800 ds->tiles[i] = -1;
801
802 return ds;
803}
804
805static void game_free_drawstate(game_drawstate *ds)
806{
807 sfree(ds->tiles);
808 sfree(ds);
809}
810
811/* Drawing routing for the tile at (x,y) is responsible for drawing
812 * itself and the gaps to its right and below. If we're the same colour
813 * as the tile to our right, then we fill in the gap; ditto below, and if
814 * both then we fill the teeny tiny square in the corner as well.
815 */
816
817static void tile_redraw(frontend *fe, game_drawstate *ds,
818 int x, int y, int dright, int dbelow,
d951510d 819 int tile, int bgcolour)
6bbab0fe 820{
821 int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
822
823 if (col) {
d951510d 824 if (tile & TILE_IMPOSSIBLE) {
6bbab0fe 825 outer = col;
826 inner = COL_IMPOSSIBLE;
827 } else if (tile & TILE_SELECTED) {
828 outer = COL_SEL;
829 inner = col;
830 } else {
831 outer = inner = col;
832 }
833 }
834 draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
835 draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
836 TILE_INNER/2, TILE_INNER/2, inner);
837
838 if (dright)
839 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
840 (tile & TILE_JOINRIGHT) ? outer : bgcolour);
841 if (dbelow)
842 draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
843 (tile & TILE_JOINDOWN) ? outer : bgcolour);
844 if (dright && dbelow)
845 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
846 (tile & TILE_JOINDIAG) ? outer : bgcolour);
847
f1359c5e 848 if (tile & TILE_HASSEL) {
849 int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
850 int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
851 draw_line(fe, sx, sy, sx+ssz, sy, scol);
852 draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol);
853 draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol);
854 draw_line(fe, sx, sy+ssz, sx, sy, scol);
855 }
856
6bbab0fe 857 draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
858}
859
860static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
861 game_state *state, int dir, game_ui *ui,
862 float animtime, float flashtime)
863{
864 int bgcolour, x, y;
865
6bbab0fe 866 /* This was entirely cloned from fifteen.c; it should probably be
867 * moved into some generic 'draw-recessed-rectangle' utility fn. */
868 if (!ds->started) {
869 int coords[10];
870
871 draw_rect(fe, 0, 0,
872 TILE_SIZE * state->params.w + 2 * BORDER,
873 TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
874 draw_update(fe, 0, 0,
875 TILE_SIZE * state->params.w + 2 * BORDER,
876 TILE_SIZE * state->params.h + 2 * BORDER);
877
878 /*
879 * Recessed area containing the whole puzzle.
880 */
881 coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
882 coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
883 coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
884 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
885 coords[4] = coords[2] - TILE_SIZE;
886 coords[5] = coords[3] + TILE_SIZE;
887 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
888 coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
889 coords[6] = coords[8] + TILE_SIZE;
890 coords[7] = coords[9] - TILE_SIZE;
891 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
892 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
893
894 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
895 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
896 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
897 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
898
899 ds->started = 1;
900 }
901
902 if (flashtime > 0.0) {
903 int frame = (int)(flashtime / FLASH_FRAME);
904 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
905 } else
906 bgcolour = COL_BACKGROUND;
907
908 for (x = 0; x < state->params.w; x++) {
909 for (y = 0; y < state->params.h; y++) {
910 int i = (state->params.w * y) + x;
911 int col = COL(state,x,y), tile = col;
912 int dright = (x+1 < state->params.w);
913 int dbelow = (y+1 < state->params.h);
914
915 tile |= ISSEL(ui,x,y);
d951510d 916 if (state->impossible)
917 tile |= TILE_IMPOSSIBLE;
6bbab0fe 918 if (dright && COL(state,x+1,y) == col)
919 tile |= TILE_JOINRIGHT;
920 if (dbelow && COL(state,x,y+1) == col)
921 tile |= TILE_JOINDOWN;
922 if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
923 COL(state,x+1,y+1) == col)
924 tile |= TILE_JOINDIAG;
925
f1359c5e 926 if (ui->displaysel && ui->xsel == x && ui->ysel == y)
927 tile |= TILE_HASSEL;
928
6bbab0fe 929 /* For now we're never expecting oldstate at all (because we have
930 * no animation); when we do we might well want to be looking
931 * at the tile colours from oldstate, not state. */
932 if ((oldstate && COL(oldstate,x,y) != col) ||
933 (flashtime > 0.0) ||
934 (ds->bgcolour != bgcolour) ||
935 (tile != ds->tiles[i])) {
d951510d 936 tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);
6bbab0fe 937 ds->tiles[i] = tile;
938 }
939 }
940 }
941 ds->bgcolour = bgcolour;
942
943 {
944 char status[255], score[80];
945
946 sprintf(score, "Score: %d", state->score);
947
948 if (state->complete)
949 sprintf(status, "COMPLETE! %s", score);
950 else if (state->impossible)
951 sprintf(status, "Cannot move! %s", score);
952 else if (ui->nselected)
953 sprintf(status, "%s Selected: %d (%d)",
954 score, ui->nselected, npoints(&state->params, ui->nselected));
955 else
956 sprintf(status, "%s", score);
957 status_bar(fe, status);
958 }
959}
960
961static float game_anim_length(game_state *oldstate, game_state *newstate,
962 int dir, game_ui *ui)
963{
964 return 0.0F;
965}
966
967static float game_flash_length(game_state *oldstate, game_state *newstate,
968 int dir, game_ui *ui)
969{
970 if ((!oldstate->complete && newstate->complete) ||
971 (!oldstate->impossible && newstate->impossible))
972 return 2 * FLASH_FRAME;
973 else
974 return 0.0F;
975}
976
977static int game_wants_statusbar(void)
978{
979 return TRUE;
980}
981
982static int game_timing_state(game_state *state)
983{
984 return TRUE;
985}
986
987#ifdef COMBINED
988#define thegame samegame
989#endif
990
991const struct game thegame = {
f3cc3e50 992 "Same Game", "games.samegame",
6bbab0fe 993 default_params,
994 game_fetch_preset,
995 decode_params,
996 encode_params,
997 free_params,
998 dup_params,
999 TRUE, game_configure, custom_params,
1000 validate_params,
1001 new_game_desc,
1002 game_free_aux_info,
1003 validate_desc,
1004 new_game,
1005 dup_game,
1006 free_game,
1007 FALSE, solve_game,
1008 TRUE, game_text_format,
1009 new_ui,
1010 free_ui,
ae8290c6 1011 encode_ui,
1012 decode_ui,
6bbab0fe 1013 game_changed_state,
df11cd4e 1014 interpret_move,
1015 execute_move,
6bbab0fe 1016 game_size,
1017 game_colours,
1018 game_new_drawstate,
1019 game_free_drawstate,
1020 game_redraw,
1021 game_anim_length,
1022 game_flash_length,
1023 game_wants_statusbar,
1024 FALSE, game_timing_state,
1025 0, /* mouse_priorities */
1026};