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