Bug fix from James H: solve_game() was returning error messages in
[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
e4a7ab56 6/*
7 * TODO on grid generation:
8 *
9 * - Generation speed could still be improved.
10 * * 15x10c3 is the only really difficult one of the existing
11 * presets. The others are all either small enough, or have
12 * the great flexibility given by four colours, that they
13 * don't take long at all.
14 * * I still suspect many problems arise from separate
15 * subareas. I wonder if we can also somehow prioritise left-
16 * or rightmost insertions so as to avoid area splitting at
17 * all where feasible? It's not easy, though, because the
18 * current shuffle-then-try-all-options approach to move
19 * choice doesn't leave room for `soft' probabilistic
20 * prioritisation: we either try all class A moves before any
21 * class B ones, or we don't.
22 *
23 * - The current generation algorithm inserts exactly two squares
24 * at a time, with a single exception at the beginning of
25 * generation for grids of odd overall size. An obvious
26 * extension would be to permit larger inverse moves during
27 * generation.
28 * * this might reduce the number of failed generations by
29 * making the insertion algorithm more flexible
30 * * on the other hand, it would be significantly more complex
31 * * if I do this I'll need to take out the odd-subarea
32 * avoidance
33 * * a nice feature of the current algorithm is that the
34 * computer's `intended' solution always receives the minimum
35 * possible score, so that pretty much the player's entire
36 * score represents how much better they did than the
37 * computer.
38 *
39 * - Is it possible we can _temporarily_ tolerate neighbouring
40 * squares of the same colour, until we've finished setting up
41 * our inverse move?
42 * * or perhaps even not choose the colour of our inserted
43 * region until we have finished placing it, and _then_ look
44 * at what colours border on it?
45 * * I don't think this is currently meaningful unless we're
46 * placing more than a domino at a time.
47 *
48 * - possibly write out a full solution so that Solve can somehow
49 * show it step by step?
50 * * aux_info would have to encode the click points
51 * * solve_game() would have to encode not only those click
52 * points but also give a move string which reconstructed the
53 * initial state
54 * * the game_state would include a pointer to a solution move
55 * list, plus an index into that list
56 * * game_changed_state would auto-select the next move if
57 * handed a new state which had a solution move list active
58 * * execute_move, if passed such a state as input, would check
59 * to see whether the move being made was the same as the one
60 * stated by the solution, and if so would advance the move
61 * index. Failing that it would return a game_state without a
62 * solution move list active at all.
63 */
64
6bbab0fe 65#include <stdio.h>
66#include <stdlib.h>
67#include <string.h>
68#include <assert.h>
69#include <ctype.h>
70#include <math.h>
71
72#include "puzzles.h"
73
74#define TILE_INNER (ds->tileinner)
75#define TILE_GAP (ds->tilegap)
76#define TILE_SIZE (TILE_INNER + TILE_GAP)
77#define PREFERRED_TILE_SIZE 32
78#define BORDER (TILE_SIZE / 2)
79#define HIGHLIGHT_WIDTH 2
80
81#define FLASH_FRAME 0.13F
82
83#define COORD(x) ( (x) * TILE_SIZE + BORDER )
84#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
85
86#define X(state, i) ( (i) % (state)->params.w )
87#define Y(state, i) ( (i) / (state)->params.w )
88#define C(state, x, y) ( (y) * (state)->w + (x) )
89
90enum {
91 COL_BACKGROUND,
92 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9,
93 COL_IMPOSSIBLE, COL_SEL, COL_HIGHLIGHT, COL_LOWLIGHT,
94 NCOLOURS
95};
96
97/* scoresub is 1 or 2 (for (n-1)^2 or (n-2)^2) */
98struct game_params {
99 int w, h, ncols, scoresub;
e4a7ab56 100 int soluble; /* choose generation algorithm */
6bbab0fe 101};
102
103/* These flags must be unique across all uses; in the game_state,
104 * the game_ui, and the drawstate (as they all get combined in the
105 * drawstate). */
f1359c5e 106#define TILE_COLMASK 0x00ff
107#define TILE_SELECTED 0x0100 /* used in ui and drawstate */
108#define TILE_JOINRIGHT 0x0200 /* used in drawstate */
109#define TILE_JOINDOWN 0x0400 /* used in drawstate */
110#define TILE_JOINDIAG 0x0800 /* used in drawstate */
111#define TILE_HASSEL 0x1000 /* used in drawstate */
d951510d 112#define TILE_IMPOSSIBLE 0x2000 /* used in drawstate */
6bbab0fe 113
114#define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)])
115#define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK)
116#define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED)
117
118#define SWAPTILE(gs,x1,y1,x2,y2) do { \
119 int t = TILE(gs,x1,y1); \
120 TILE(gs,x1,y1) = TILE(gs,x2,y2); \
121 TILE(gs,x2,y2) = t; \
122} while (0)
123
124static int npoints(game_params *params, int nsel)
125{
126 int sdiff = nsel - params->scoresub;
127 return (sdiff > 0) ? sdiff * sdiff : 0;
128}
129
130struct game_state {
131 struct game_params params;
132 int n;
133 int *tiles; /* colour only */
134 int score;
135 int complete, impossible;
136};
137
138static game_params *default_params(void)
139{
140 game_params *ret = snew(game_params);
141 ret->w = 5;
142 ret->h = 5;
143 ret->ncols = 3;
144 ret->scoresub = 2;
e4a7ab56 145 ret->soluble = TRUE;
6bbab0fe 146 return ret;
147}
148
149static const struct game_params samegame_presets[] = {
e4a7ab56 150 { 5, 5, 3, 2, TRUE },
151 { 10, 5, 3, 2, TRUE },
152 { 15, 10, 3, 2, TRUE },
153 { 15, 10, 4, 2, TRUE },
154 { 20, 15, 4, 2, TRUE }
6bbab0fe 155};
156
157static int game_fetch_preset(int i, char **name, game_params **params)
158{
159 game_params *ret;
160 char str[80];
161
162 if (i < 0 || i >= lenof(samegame_presets))
163 return FALSE;
164
165 ret = snew(game_params);
166 *ret = samegame_presets[i];
167
168 sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols);
169
170 *name = dupstr(str);
171 *params = ret;
172 return TRUE;
173}
174
175static void free_params(game_params *params)
176{
177 sfree(params);
178}
179
180static game_params *dup_params(game_params *params)
181{
182 game_params *ret = snew(game_params);
183 *ret = *params; /* structure copy */
184 return ret;
185}
186
187static void decode_params(game_params *params, char const *string)
188{
189 char const *p = string;
190
191 params->w = atoi(p);
192 while (*p && isdigit((unsigned char)*p)) p++;
193 if (*p == 'x') {
194 p++;
195 params->h = atoi(p);
196 while (*p && isdigit((unsigned char)*p)) p++;
197 } else {
198 params->h = params->w;
199 }
e4a7ab56 200 if (*p == 'c') {
201 p++;
6bbab0fe 202 params->ncols = atoi(p);
203 while (*p && isdigit((unsigned char)*p)) p++;
204 } else {
205 params->ncols = 3;
206 }
e4a7ab56 207 if (*p == 's') {
208 p++;
6bbab0fe 209 params->scoresub = atoi(p);
210 while (*p && isdigit((unsigned char)*p)) p++;
211 } else {
212 params->scoresub = 2;
213 }
e4a7ab56 214 if (*p == 'r') {
215 p++;
216 params->soluble = FALSE;
217 }
6bbab0fe 218}
219
220static char *encode_params(game_params *params, int full)
221{
222 char ret[80];
223
e4a7ab56 224 sprintf(ret, "%dx%dc%ds%d%s",
225 params->w, params->h, params->ncols, params->scoresub,
226 full && !params->soluble ? "r" : "");
6bbab0fe 227 return dupstr(ret);
228}
229
230static config_item *game_configure(game_params *params)
231{
232 config_item *ret;
233 char buf[80];
234
e4a7ab56 235 ret = snewn(6, config_item);
6bbab0fe 236
237 ret[0].name = "Width";
238 ret[0].type = C_STRING;
239 sprintf(buf, "%d", params->w);
240 ret[0].sval = dupstr(buf);
241 ret[0].ival = 0;
242
243 ret[1].name = "Height";
244 ret[1].type = C_STRING;
245 sprintf(buf, "%d", params->h);
246 ret[1].sval = dupstr(buf);
247 ret[1].ival = 0;
248
249 ret[2].name = "No. of colours";
250 ret[2].type = C_STRING;
251 sprintf(buf, "%d", params->ncols);
252 ret[2].sval = dupstr(buf);
253 ret[2].ival = 0;
254
255 ret[3].name = "Scoring system";
256 ret[3].type = C_CHOICES;
257 ret[3].sval = ":(n-1)^2:(n-2)^2";
258 ret[3].ival = params->scoresub-1;
259
e4a7ab56 260 ret[4].name = "Ensure solubility";
261 ret[4].type = C_BOOLEAN;
6bbab0fe 262 ret[4].sval = NULL;
e4a7ab56 263 ret[4].ival = params->soluble;
264
265 ret[5].name = NULL;
266 ret[5].type = C_END;
267 ret[5].sval = NULL;
268 ret[5].ival = 0;
6bbab0fe 269
270 return ret;
271}
272
273static game_params *custom_params(config_item *cfg)
274{
275 game_params *ret = snew(game_params);
276
277 ret->w = atoi(cfg[0].sval);
278 ret->h = atoi(cfg[1].sval);
279 ret->ncols = atoi(cfg[2].sval);
280 ret->scoresub = cfg[3].ival + 1;
e4a7ab56 281 ret->soluble = cfg[4].ival;
6bbab0fe 282
283 return ret;
284}
285
3ff276f2 286static char *validate_params(game_params *params, int full)
6bbab0fe 287{
288 if (params->w < 1 || params->h < 1)
289 return "Width and height must both be positive";
e4a7ab56 290
6bbab0fe 291 if (params->ncols > 9)
292 return "Maximum of 9 colours";
293
e4a7ab56 294 if (params->soluble) {
295 if (params->ncols < 3)
296 return "Number of colours must be at least three";
297 if (params->w * params->h <= 1)
298 return "Grid area must be greater than 1";
299 } else {
300 if (params->ncols < 2)
301 return "Number of colours must be at least three";
302 /* ...and we must make sure we can generate at least 2 squares
303 * of each colour so it's theoretically soluble. */
304 if ((params->w * params->h) < (params->ncols * 2))
305 return "Too many colours makes given grid size impossible";
306 }
6bbab0fe 307
308 if ((params->scoresub < 1) || (params->scoresub > 2))
309 return "Scoring system not recognised";
310
311 return NULL;
312}
313
e4a7ab56 314/*
315 * Guaranteed-soluble grid generator.
6bbab0fe 316 */
e4a7ab56 317static void gen_grid(int w, int h, int nc, int *grid, random_state *rs)
318{
319 int wh = w*h, tc = nc+1;
320 int i, j, k, c, x, y, pos, n;
321 int *list, *grid2;
322 int ok, failures = 0;
323
324 /*
325 * We'll use `list' to track the possible places to put our
326 * next insertion. There are up to h places to insert in each
327 * column: in a column of height n there are n+1 places because
328 * we can insert at the very bottom or the very top, but a
329 * column of height h can't have anything at all inserted in it
330 * so we have up to h in each column. Likewise, with n columns
331 * present there are n+1 places to fit a new one in between but
332 * we can't insert a column if there are already w; so there
333 * are a maximum of w new columns too. Total is wh + w.
334 */
335 list = snewn(wh + w, int);
336 grid2 = snewn(wh, int);
337
338 do {
339 /*
340 * Start with two or three squares - depending on parity of w*h
341 * - of a random colour.
342 */
343 for (i = 0; i < wh; i++)
344 grid[i] = 0;
345 j = 2 + (wh % 2);
346 c = 1 + random_upto(rs, nc);
347 if (j <= w) {
348 for (i = 0; i < j; i++)
349 grid[(h-1)*w+i] = c;
350 } else {
351 assert(j <= h);
352 for (i = 0; i < j; i++)
353 grid[(h-1-i)*w] = c;
354 }
6bbab0fe 355
e4a7ab56 356 /*
357 * Now repeatedly insert a two-square blob in the grid, of
358 * whatever colour will go at the position we chose.
359 */
360 while (1) {
361 n = 0;
362
363 /*
364 * Build up a list of insertion points. Each point is
365 * encoded as y*w+x; insertion points between columns are
366 * encoded as h*w+x.
367 */
368
369 if (grid[wh - 1] == 0) {
370 /*
371 * The final column is empty, so we can insert new
372 * columns.
373 */
374 for (i = 0; i < w; i++) {
375 list[n++] = wh + i;
376 if (grid[(h-1)*w + i] == 0)
377 break;
378 }
379 }
380
381 /*
382 * Now look for places to insert within columns.
383 */
384 for (i = 0; i < w; i++) {
385 if (grid[(h-1)*w+i] == 0)
386 break; /* no more columns */
387
388 if (grid[i] != 0)
389 continue; /* this column is full */
390
391 for (j = h; j-- > 0 ;) {
392 list[n++] = j*w+i;
393 if (grid[j*w+i] == 0)
394 break; /* this column is exhausted */
395 }
396 }
397
398 if (n == 0)
399 break; /* we're done */
400
e4a7ab56 401#ifdef GENERATION_DIAGNOSTICS
402 printf("initial grid:\n");
403 {
404 int x,y;
405 for (y = 0; y < h; y++) {
406 for (x = 0; x < w; x++) {
407 if (grid[y*w+x] == 0)
408 printf("-");
409 else
410 printf("%d", grid[y*w+x]);
411 }
412 printf("\n");
413 }
414 }
415#endif
416
417 /*
43093e37 418 * Now go through the list one element at a time in
419 * random order, and actually attempt to insert
420 * something there.
e4a7ab56 421 */
422 while (n-- > 0) {
423 int dirs[4], ndirs, dir;
424
43093e37 425 i = random_upto(rs, n+1);
426 pos = list[i];
427 list[i] = list[n];
428
e4a7ab56 429 x = pos % w;
430 y = pos / w;
431
432 memcpy(grid2, grid, wh * sizeof(int));
433
434 if (y == h) {
435 /*
436 * Insert a column at position x.
437 */
438 for (i = w-1; i > x; i--)
439 for (j = 0; j < h; j++)
440 grid2[j*w+i] = grid2[j*w+(i-1)];
441 /*
442 * Clear the new column.
443 */
444 for (j = 0; j < h; j++)
445 grid2[j*w+x] = 0;
446 /*
447 * Decrement y so that our first square is actually
448 * inserted _in_ the grid rather than just below it.
449 */
450 y--;
451 }
452
453 /*
454 * Insert a square within column x at position y.
455 */
456 for (i = 0; i+1 <= y; i++)
457 grid2[i*w+x] = grid2[(i+1)*w+x];
458
459#ifdef GENERATION_DIAGNOSTICS
460 printf("trying at n=%d (%d,%d)\n", n, x, y);
461 grid2[y*w+x] = tc;
462 {
463 int x,y;
464 for (y = 0; y < h; y++) {
465 for (x = 0; x < w; x++) {
466 if (grid2[y*w+x] == 0)
467 printf("-");
468 else if (grid2[y*w+x] <= nc)
469 printf("%d", grid2[y*w+x]);
470 else
471 printf("*");
472 }
473 printf("\n");
474 }
475 }
476#endif
477
478 /*
479 * Pick our square colour so that it doesn't match any
480 * of its neighbours.
481 */
482 {
483 int wrongcol[4], nwrong = 0;
484
485 /*
486 * List the neighbouring colours.
487 */
488 if (x > 0)
489 wrongcol[nwrong++] = grid2[y*w+(x-1)];
490 if (x+1 < w)
491 wrongcol[nwrong++] = grid2[y*w+(x+1)];
492 if (y > 0)
493 wrongcol[nwrong++] = grid2[(y-1)*w+x];
494 if (y+1 < h)
495 wrongcol[nwrong++] = grid2[(y+1)*w+x];
496
497 /*
498 * Eliminate duplicates. We can afford a shoddy
499 * algorithm here because the problem size is
500 * bounded.
501 */
502 for (i = j = 0 ;; i++) {
503 int pos = -1, min = 0;
504 if (j > 0)
505 min = wrongcol[j-1];
506 for (k = i; k < nwrong; k++)
507 if (wrongcol[k] > min &&
508 (pos == -1 || wrongcol[k] < wrongcol[pos]))
509 pos = k;
510 if (pos >= 0) {
511 int v = wrongcol[pos];
512 wrongcol[pos] = wrongcol[j];
513 wrongcol[j++] = v;
514 } else
515 break;
516 }
517 nwrong = j;
518
519 /*
520 * If no colour will go here, stop trying.
521 */
522 if (nwrong == nc)
523 continue;
524
525 /*
526 * Otherwise, pick a colour from the remaining
527 * ones.
528 */
529 c = 1 + random_upto(rs, nc - nwrong);
530 for (i = 0; i < nwrong; i++) {
531 if (c >= wrongcol[i])
532 c++;
533 else
534 break;
535 }
536 }
537
538 /*
539 * Place the new square.
540 *
541 * Although I've _chosen_ the new region's colour
542 * (so that we can check adjacency), I'm going to
543 * actually place it as an invalid colour (tc)
544 * until I'm sure it's viable. This is so that I
545 * can conveniently check that I really have made a
546 * _valid_ inverse move later on.
547 */
548#ifdef GENERATION_DIAGNOSTICS
549 printf("picked colour %d\n", c);
550#endif
551 grid2[y*w+x] = tc;
552
553 /*
554 * Now attempt to extend it in one of three ways: left,
555 * right or up.
556 */
557 ndirs = 0;
558 if (x > 0 &&
559 grid2[y*w+(x-1)] != c &&
560 grid2[x-1] == 0 &&
561 (y+1 >= h || grid2[(y+1)*w+(x-1)] != c) &&
562 (y+1 >= h || grid2[(y+1)*w+(x-1)] != 0) &&
563 (x <= 1 || grid2[y*w+(x-2)] != c))
564 dirs[ndirs++] = -1; /* left */
565 if (x+1 < w &&
566 grid2[y*w+(x+1)] != c &&
567 grid2[x+1] == 0 &&
568 (y+1 >= h || grid2[(y+1)*w+(x+1)] != c) &&
569 (y+1 >= h || grid2[(y+1)*w+(x+1)] != 0) &&
570 (x+2 >= w || grid2[y*w+(x+2)] != c))
571 dirs[ndirs++] = +1; /* right */
572 if (y > 0 &&
573 grid2[x] == 0 &&
574 (x <= 0 || grid2[(y-1)*w+(x-1)] != c) &&
575 (x+1 >= w || grid2[(y-1)*w+(x+1)] != c)) {
576 /*
577 * We add this possibility _twice_, so that the
578 * probability of placing a vertical domino is
579 * about the same as that of a horizontal. This
580 * should yield less bias in the generated
581 * grids.
582 */
583 dirs[ndirs++] = 0; /* up */
584 dirs[ndirs++] = 0; /* up */
585 }
586
587 if (ndirs == 0)
588 continue;
589
590 dir = dirs[random_upto(rs, ndirs)];
591
592#ifdef GENERATION_DIAGNOSTICS
593 printf("picked dir %d\n", dir);
594#endif
595
596 /*
597 * Insert a square within column (x+dir) at position y.
598 */
599 for (i = 0; i+1 <= y; i++)
600 grid2[i*w+x+dir] = grid2[(i+1)*w+x+dir];
601 grid2[y*w+x+dir] = tc;
602
603 /*
604 * See if we've divided the remaining grid squares
605 * into sub-areas. If so, we need every sub-area to
606 * have an even area or we won't be able to
607 * complete generation.
608 *
609 * If the height is odd and not all columns are
610 * present, we can increase the area of a subarea
611 * by adding a new column in it, so in that
612 * situation we don't mind having as many odd
613 * subareas as there are spare columns.
614 *
615 * If the height is even, we can't fix it at all.
616 */
617 {
618 int nerrs = 0, nfix = 0;
619 k = 0; /* current subarea size */
620 for (i = 0; i < w; i++) {
621 if (grid2[(h-1)*w+i] == 0) {
622 if (h % 2)
623 nfix++;
624 continue;
625 }
626 for (j = 0; j < h && grid2[j*w+i] == 0; j++);
627 assert(j < h);
628 if (j == 0) {
629 /*
630 * End of previous subarea.
631 */
632 if (k % 2)
633 nerrs++;
634 k = 0;
635 } else {
636 k += j;
637 }
638 }
639 if (k % 2)
640 nerrs++;
641 if (nerrs > nfix)
642 continue; /* try a different placement */
643 }
644
645 /*
646 * We've made a move. Verify that it is a valid
647 * move and that if made it would indeed yield the
648 * previous grid state. The criteria are:
649 *
650 * (a) removing all the squares of colour tc (and
651 * shuffling the columns up etc) from grid2
652 * would yield grid
653 * (b) no square of colour tc is adjacent to one
654 * of colour c
655 * (c) all the squares of colour tc form a single
656 * connected component
657 *
658 * We verify the latter property at the same time
659 * as checking that removing all the tc squares
660 * would yield the previous grid. Then we colour
661 * the tc squares in colour c by breadth-first
662 * search, which conveniently permits us to test
663 * that they're all connected.
664 */
665 {
666 int x1, x2, y1, y2;
667 int ok = TRUE;
668 int fillstart = -1, ntc = 0;
669
670#ifdef GENERATION_DIAGNOSTICS
671 {
672 int x,y;
673 printf("testing move (new, old):\n");
674 for (y = 0; y < h; y++) {
675 for (x = 0; x < w; x++) {
676 if (grid2[y*w+x] == 0)
677 printf("-");
678 else if (grid2[y*w+x] <= nc)
679 printf("%d", grid2[y*w+x]);
680 else
681 printf("*");
682 }
683 printf(" ");
684 for (x = 0; x < w; x++) {
685 if (grid[y*w+x] == 0)
686 printf("-");
687 else
688 printf("%d", grid[y*w+x]);
689 }
690 printf("\n");
691 }
692 }
693#endif
694
695 for (x1 = x2 = 0; x2 < w; x2++) {
696 int usedcol = FALSE;
697
698 for (y1 = y2 = h-1; y2 >= 0; y2--) {
699 if (grid2[y2*w+x2] == tc) {
700 ntc++;
701 if (fillstart == -1)
702 fillstart = y2*w+x2;
703 if ((y2+1 < h && grid2[(y2+1)*w+x2] == c) ||
704 (y2-1 >= 0 && grid2[(y2-1)*w+x2] == c) ||
705 (x2+1 < w && grid2[y2*w+x2+1] == c) ||
706 (x2-1 >= 0 && grid2[y2*w+x2-1] == c)) {
707#ifdef GENERATION_DIAGNOSTICS
708 printf("adjacency failure at %d,%d\n",
709 x2, y2);
710#endif
711 ok = FALSE;
712 }
713 continue;
714 }
715 if (grid2[y2*w+x2] == 0)
716 break;
717 usedcol = TRUE;
718 if (grid2[y2*w+x2] != grid[y1*w+x1]) {
719#ifdef GENERATION_DIAGNOSTICS
720 printf("matching failure at %d,%d vs %d,%d\n",
721 x2, y2, x1, y1);
722#endif
723 ok = FALSE;
724 }
725 y1--;
726 }
727
728 /*
729 * If we've reached the top of the column
730 * in grid2, verify that we've also reached
731 * the top of the column in `grid'.
732 */
733 if (usedcol) {
734 while (y1 >= 0) {
735 if (grid[y1*w+x1] != 0) {
736#ifdef GENERATION_DIAGNOSTICS
737 printf("junk at column top (%d,%d)\n",
738 x1, y1);
739#endif
740 ok = FALSE;
741 }
742 y1--;
743 }
744 }
745
746 if (!ok)
747 break;
748
749 if (usedcol)
750 x1++;
751 }
752
753 if (!ok) {
754 assert(!"This should never happen");
755
756 /*
757 * If this game is compiled NDEBUG so that
758 * the assertion doesn't bring it to a
759 * crashing halt, the only thing we can do
760 * is to give up, loop round again, and
761 * hope to randomly avoid making whatever
762 * type of move just caused this failure.
763 */
764 continue;
765 }
766
767 /*
768 * Now use bfs to fill in the tc section as
769 * colour c. We use `list' to store the set of
770 * squares we have to process.
771 */
772 i = j = 0;
773 assert(fillstart >= 0);
774 list[i++] = fillstart;
775#ifdef OUTPUT_SOLUTION
776 printf("M");
777#endif
778 while (j < i) {
779 k = list[j];
780 x = k % w;
781 y = k / w;
782#ifdef OUTPUT_SOLUTION
783 printf("%s%d", j ? "," : "", k);
784#endif
785 j++;
786
787 assert(grid2[k] == tc);
788 grid2[k] = c;
789
790 if (x > 0 && grid2[k-1] == tc)
791 list[i++] = k-1;
792 if (x+1 < w && grid2[k+1] == tc)
793 list[i++] = k+1;
794 if (y > 0 && grid2[k-w] == tc)
795 list[i++] = k-w;
796 if (y+1 < h && grid2[k+w] == tc)
797 list[i++] = k+w;
798 }
799#ifdef OUTPUT_SOLUTION
800 printf("\n");
801#endif
802
803 /*
804 * Check that we've filled the same number of
805 * tc squares as we originally found.
806 */
807 assert(j == ntc);
808 }
809
810 memcpy(grid, grid2, wh * sizeof(int));
811
812 break; /* done it! */
813 }
814
815#ifdef GENERATION_DIAGNOSTICS
816 {
817 int x,y;
818 printf("n=%d\n", n);
819 for (y = 0; y < h; y++) {
820 for (x = 0; x < w; x++) {
821 if (grid[y*w+x] == 0)
822 printf("-");
823 else
824 printf("%d", grid[y*w+x]);
825 }
826 printf("\n");
827 }
828 }
829#endif
830
831 if (n < 0)
832 break;
833 }
834
835 ok = TRUE;
836 for (i = 0; i < wh; i++)
837 if (grid[i] == 0) {
838 ok = FALSE;
839 failures++;
840#if defined GENERATION_DIAGNOSTICS || defined SHOW_INCOMPLETE
841 {
842 int x,y;
843 printf("incomplete grid:\n");
844 for (y = 0; y < h; y++) {
845 for (x = 0; x < w; x++) {
846 if (grid[y*w+x] == 0)
847 printf("-");
848 else
849 printf("%d", grid[y*w+x]);
850 }
851 printf("\n");
852 }
853 }
854#endif
855 break;
856 }
857
858 } while (!ok);
859
860#if defined GENERATION_DIAGNOSTICS || defined COUNT_FAILURES
861 printf("%d failures\n", failures);
862#endif
863#ifdef GENERATION_DIAGNOSTICS
864 {
865 int x,y;
866 printf("final grid:\n");
867 for (y = 0; y < h; y++) {
868 for (x = 0; x < w; x++) {
869 printf("%d", grid[y*w+x]);
870 }
871 printf("\n");
872 }
873 }
874#endif
875
876 sfree(grid2);
877 sfree(list);
878}
879
880/*
881 * Not-guaranteed-soluble grid generator; kept as a legacy, and in
882 * case someone finds the slightly odd quality of the guaranteed-
883 * soluble grids to be aesthetically displeasing or finds its CPU
884 * utilisation to be excessive.
885 */
886static void gen_grid_random(int w, int h, int nc, int *grid, random_state *rs)
6bbab0fe 887{
e4a7ab56 888 int i, j, c;
889 int n = w * h;
6bbab0fe 890
e4a7ab56 891 for (i = 0; i < n; i++)
892 grid[i] = 0;
6bbab0fe 893
e4a7ab56 894 /*
895 * Our sole concession to not gratuitously generating insoluble
896 * grids is to ensure we have at least two of every colour.
897 */
898 for (c = 1; c <= nc; c++) {
6bbab0fe 899 for (j = 0; j < 2; j++) {
900 do {
901 i = (int)random_upto(rs, n);
e4a7ab56 902 } while (grid[i] != 0);
903 grid[i] = c;
6bbab0fe 904 }
905 }
906
e4a7ab56 907 /*
908 * Fill in the rest of the grid at random.
909 */
6bbab0fe 910 for (i = 0; i < n; i++) {
e4a7ab56 911 if (grid[i] == 0)
912 grid[i] = (int)random_upto(rs, nc)+1;
6bbab0fe 913 }
e4a7ab56 914}
915
916static char *new_game_desc(game_params *params, random_state *rs,
917 char **aux, int interactive)
918{
919 char *ret;
920 int n, i, retlen, *tiles;
921
922 n = params->w * params->h;
923 tiles = snewn(n, int);
924
925 if (params->soluble)
926 gen_grid(params->w, params->h, params->ncols, tiles, rs);
927 else
928 gen_grid_random(params->w, params->h, params->ncols, tiles, rs);
6bbab0fe 929
930 ret = NULL;
931 retlen = 0;
932 for (i = 0; i < n; i++) {
933 char buf[80];
934 int k;
935
936 k = sprintf(buf, "%d,", tiles[i]);
937 ret = sresize(ret, retlen + k + 1, char);
938 strcpy(ret + retlen, buf);
939 retlen += k;
940 }
941 ret[retlen-1] = '\0'; /* delete last comma */
942
943 sfree(tiles);
944 return ret;
945}
946
6bbab0fe 947static char *validate_desc(game_params *params, char *desc)
948{
949 int area = params->w * params->h, i;
950 char *p = desc;
951
952 for (i = 0; i < area; i++) {
953 char *q = p;
954 int n;
955
89167dad 956 if (!isdigit((unsigned char)*p))
6bbab0fe 957 return "Not enough numbers in string";
89167dad 958 while (isdigit((unsigned char)*p)) p++;
6bbab0fe 959
960 if (i < area-1 && *p != ',')
961 return "Expected comma after number";
962 else if (i == area-1 && *p)
963 return "Excess junk at end of string";
964
965 n = atoi(q);
966 if (n < 0 || n > params->ncols)
967 return "Colour out of range";
968
969 if (*p) p++; /* eat comma */
970 }
971 return NULL;
972}
973
974static game_state *new_game(midend_data *me, game_params *params, char *desc)
975{
976 game_state *state = snew(game_state);
977 char *p = desc;
978 int i;
979
980 state->params = *params; /* struct copy */
981 state->n = state->params.w * state->params.h;
982 state->tiles = snewn(state->n, int);
983
984 for (i = 0; i < state->n; i++) {
985 assert(*p);
986 state->tiles[i] = atoi(p);
987 while (*p && *p != ',')
988 p++;
989 if (*p) p++; /* eat comma */
990 }
991 state->complete = state->impossible = 0;
992 state->score = 0;
993
994 return state;
995}
996
997static game_state *dup_game(game_state *state)
998{
999 game_state *ret = snew(game_state);
1000
1001 *ret = *state; /* structure copy, except... */
1002
1003 ret->tiles = snewn(state->n, int);
1004 memcpy(ret->tiles, state->tiles, state->n * sizeof(int));
1005
1006 return ret;
1007}
1008
1009static void free_game(game_state *state)
1010{
1011 sfree(state->tiles);
1012 sfree(state);
1013}
1014
df11cd4e 1015static char *solve_game(game_state *state, game_state *currstate,
c566778e 1016 char *aux, char **error)
6bbab0fe 1017{
1018 return NULL;
1019}
1020
1021static char *game_text_format(game_state *state)
1022{
1023 char *ret, *p;
1024 int x, y, maxlen;
1025
1026 maxlen = state->params.h * (state->params.w + 1);
1027 ret = snewn(maxlen+1, char);
1028 p = ret;
1029
1030 for (y = 0; y < state->params.h; y++) {
1031 for (x = 0; x < state->params.w; x++) {
1032 int t = TILE(state,x,y);
1033 if (t <= 0) *p++ = ' ';
1034 else if (t < 10) *p++ = '0'+t;
1035 else *p++ = 'a'+(t-10);
1036 }
1037 *p++ = '\n';
1038 }
1039 assert(p - ret == maxlen);
1040 *p = '\0';
1041 return ret;
1042}
1043
1044struct game_ui {
1045 struct game_params params;
1046 int *tiles; /* selected-ness only */
1047 int nselected;
f1359c5e 1048 int xsel, ysel, displaysel;
6bbab0fe 1049};
1050
1051static game_ui *new_ui(game_state *state)
1052{
1053 game_ui *ui = snew(game_ui);
1054
1055 ui->params = state->params; /* structure copy */
1056 ui->tiles = snewn(state->n, int);
1057 memset(ui->tiles, 0, state->n*sizeof(int));
1058 ui->nselected = 0;
1059
f1359c5e 1060 ui->xsel = ui->ysel = ui->displaysel = 0;
1061
6bbab0fe 1062 return ui;
1063}
1064
1065static void free_ui(game_ui *ui)
1066{
1067 sfree(ui->tiles);
1068 sfree(ui);
1069}
1070
844f605f 1071static char *encode_ui(game_ui *ui)
ae8290c6 1072{
1073 return NULL;
1074}
1075
844f605f 1076static void decode_ui(game_ui *ui, char *encoding)
ae8290c6 1077{
1078}
1079
6bbab0fe 1080static void sel_clear(game_ui *ui, game_state *state)
1081{
1082 int i;
1083
1084 for (i = 0; i < state->n; i++)
1085 ui->tiles[i] &= ~TILE_SELECTED;
1086 ui->nselected = 0;
6bbab0fe 1087}
1088
1089
1090static void game_changed_state(game_ui *ui, game_state *oldstate,
1091 game_state *newstate)
1092{
1093 sel_clear(ui, newstate);
faff1e07 1094
1095 /*
1096 * If the game state has just changed into an unplayable one
1097 * (either completed or impossible), we vanish the keyboard-
1098 * control cursor.
1099 */
1100 if (newstate->complete || newstate->impossible)
1101 ui->displaysel = 0;
6bbab0fe 1102}
1103
df11cd4e 1104static char *sel_movedesc(game_ui *ui, game_state *state)
6bbab0fe 1105{
df11cd4e 1106 int i;
1107 char *ret, *sep, buf[80];
1108 int retlen, retsize;
6bbab0fe 1109
df11cd4e 1110 retsize = 256;
1111 ret = snewn(retsize, char);
1112 retlen = 0;
1113 ret[retlen++] = 'M';
1114 sep = "";
6bbab0fe 1115
1116 for (i = 0; i < state->n; i++) {
1117 if (ui->tiles[i] & TILE_SELECTED) {
df11cd4e 1118 sprintf(buf, "%s%d", sep, i);
1119 sep = ",";
1120 if (retlen + strlen(buf) >= retsize) {
1121 retsize = retlen + strlen(buf) + 256;
1122 ret = sresize(ret, retsize, char);
1123 }
1124 strcpy(ret + retlen, buf);
1125 retlen += strlen(buf);
1126
6bbab0fe 1127 ui->tiles[i] &= ~TILE_SELECTED;
1128 }
1129 }
1130 ui->nselected = 0;
df11cd4e 1131
1132 assert(retlen < retsize);
1133 ret[retlen++] = '\0';
1134 return sresize(ret, retlen, char);
6bbab0fe 1135}
1136
1137static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
1138{
1139 int ns = 1, nadded, x, y, c;
1140
1141 TILE(ui,tx,ty) |= TILE_SELECTED;
6bbab0fe 1142 do {
1143 nadded = 0;
1144
1145 for (x = 0; x < state->params.w; x++) {
1146 for (y = 0; y < state->params.h; y++) {
1147 if (x == tx && y == ty) continue;
1148 if (ISSEL(ui,x,y)) continue;
1149
1150 c = COL(state,x,y);
1151 if ((x > 0) &&
1152 ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) {
1153 TILE(ui,x,y) |= TILE_SELECTED;
1154 nadded++;
1155 continue;
1156 }
1157
1158 if ((x+1 < state->params.w) &&
1159 ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) {
1160 TILE(ui,x,y) |= TILE_SELECTED;
1161 nadded++;
1162 continue;
1163 }
1164
1165 if ((y > 0) &&
1166 ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) {
1167 TILE(ui,x,y) |= TILE_SELECTED;
1168 nadded++;
1169 continue;
1170 }
1171
1172 if ((y+1 < state->params.h) &&
1173 ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) {
1174 TILE(ui,x,y) |= TILE_SELECTED;
1175 nadded++;
1176 continue;
1177 }
1178 }
1179 }
1180 ns += nadded;
6bbab0fe 1181 } while (nadded > 0);
1182
1183 if (ns > 1) {
1184 ui->nselected = ns;
1185 } else {
1186 sel_clear(ui, state);
1187 }
1188}
1189
1190static int sg_emptycol(game_state *ret, int x)
1191{
1192 int y;
1193 for (y = 0; y < ret->params.h; y++) {
1194 if (COL(ret,x,y)) return 0;
1195 }
1196 return 1;
1197}
1198
1199
1200static void sg_snuggle(game_state *ret)
1201{
1202 int x,y, ndone;
1203
1204 /* make all unsupported tiles fall down. */
1205 do {
1206 ndone = 0;
1207 for (x = 0; x < ret->params.w; x++) {
1208 for (y = ret->params.h-1; y > 0; y--) {
1209 if (COL(ret,x,y) != 0) continue;
1210 if (COL(ret,x,y-1) != 0) {
1211 SWAPTILE(ret,x,y,x,y-1);
1212 ndone++;
1213 }
1214 }
1215 }
1216 } while (ndone);
1217
1218 /* shuffle all columns as far left as they can go. */
1219 do {
1220 ndone = 0;
1221 for (x = 0; x < ret->params.w-1; x++) {
1222 if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
6bbab0fe 1223 ndone++;
1224 for (y = 0; y < ret->params.h; y++) {
1225 SWAPTILE(ret,x,y,x+1,y);
1226 }
1227 }
1228 }
1229 } while (ndone);
1230}
1231
1232static void sg_check(game_state *ret)
1233{
1234 int x,y, complete = 1, impossible = 1;
1235
1236 for (x = 0; x < ret->params.w; x++) {
1237 for (y = 0; y < ret->params.h; y++) {
1238 if (COL(ret,x,y) == 0)
1239 continue;
1240 complete = 0;
1241 if (x+1 < ret->params.w) {
1242 if (COL(ret,x,y) == COL(ret,x+1,y))
1243 impossible = 0;
1244 }
1245 if (y+1 < ret->params.h) {
1246 if (COL(ret,x,y) == COL(ret,x,y+1))
1247 impossible = 0;
1248 }
1249 }
1250 }
1251 ret->complete = complete;
1252 ret->impossible = impossible;
1253}
1254
1255struct game_drawstate {
1256 int started, bgcolour;
1257 int tileinner, tilegap;
1258 int *tiles; /* contains colour and SELECTED. */
1259};
1260
df11cd4e 1261static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1262 int x, int y, int button)
6bbab0fe 1263{
1264 int tx, ty;
df11cd4e 1265 char *ret = "";
6bbab0fe 1266
f1359c5e 1267 ui->displaysel = 0;
1268
1269 if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
1270 tx = FROMCOORD(x); ty= FROMCOORD(y);
1271 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
1272 button == CURSOR_LEFT || button == CURSOR_RIGHT) {
1273 int dx = 0, dy = 0;
1274 ui->displaysel = 1;
1275 dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
1276 dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
df11cd4e 1277 ui->xsel = (ui->xsel + state->params.w + dx) % state->params.w;
1278 ui->ysel = (ui->ysel + state->params.h + dy) % state->params.h;
f1359c5e 1279 return ret;
1280 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
1281 button == '\n') {
1282 ui->displaysel = 1;
1283 tx = ui->xsel;
1284 ty = ui->ysel;
f1359c5e 1285 } else
6bbab0fe 1286 return NULL;
1287
df11cd4e 1288 if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h)
6bbab0fe 1289 return NULL;
df11cd4e 1290 if (COL(state, tx, ty) == 0) return NULL;
6bbab0fe 1291
1292 if (ISSEL(ui,tx,ty)) {
1293 if (button == RIGHT_BUTTON)
df11cd4e 1294 sel_clear(ui, state);
faff1e07 1295 else
df11cd4e 1296 ret = sel_movedesc(ui, state);
6bbab0fe 1297 } else {
df11cd4e 1298 sel_clear(ui, state); /* might be no-op */
1299 sel_expand(ui, state, tx, ty);
6bbab0fe 1300 }
1301
1302 return ret;
1303}
1304
df11cd4e 1305static game_state *execute_move(game_state *from, char *move)
1306{
1307 int i, n;
1308 game_state *ret;
1309
1310 if (move[0] == 'M') {
1311 ret = dup_game(from);
1312
1313 n = 0;
1314 move++;
1315
1316 while (*move) {
1317 i = atoi(move);
1318 if (i < 0 || i >= ret->n) {
1319 free_game(ret);
1320 return NULL;
1321 }
1322 n++;
1323 ret->tiles[i] = 0;
1324
1325 while (*move && isdigit((unsigned char)*move)) move++;
1326 if (*move == ',') move++;
1327 }
1328
1329 ret->score += npoints(&ret->params, n);
1330
1331 sg_snuggle(ret); /* shifts blanks down and to the left */
1332 sg_check(ret); /* checks for completeness or impossibility */
1333
1334 return ret;
1335 } else
1336 return NULL; /* couldn't parse move string */
1337}
1338
6bbab0fe 1339/* ----------------------------------------------------------------------
1340 * Drawing routines.
1341 */
1342
1f3ee4ee 1343static void game_set_size(game_drawstate *ds, game_params *params,
1344 int tilesize)
1345{
6bbab0fe 1346 ds->tilegap = 2;
1f3ee4ee 1347 ds->tileinner = tilesize - ds->tilegap;
1348}
6bbab0fe 1349
1f3ee4ee 1350static void game_compute_size(game_params *params, int tilesize,
1351 int *x, int *y)
1352{
1353 /* Ick: fake up tile size variables for macro expansion purposes */
1354 game_drawstate ads, *ds = &ads;
1355 game_set_size(ds, params, tilesize);
6bbab0fe 1356
1357 *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
1358 *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
1359}
1360
1361static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1362{
1363 float *ret = snewn(3 * NCOLOURS, float);
1364
1365 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1366
1367 ret[COL_1 * 3 + 0] = 0.0F;
1368 ret[COL_1 * 3 + 1] = 0.0F;
1369 ret[COL_1 * 3 + 2] = 1.0F;
1370
1371 ret[COL_2 * 3 + 0] = 0.0F;
1372 ret[COL_2 * 3 + 1] = 0.5F;
1373 ret[COL_2 * 3 + 2] = 0.0F;
1374
1375 ret[COL_3 * 3 + 0] = 1.0F;
1376 ret[COL_3 * 3 + 1] = 0.0F;
1377 ret[COL_3 * 3 + 2] = 0.0F;
1378
367cfc41 1379 ret[COL_4 * 3 + 0] = 1.0F;
1380 ret[COL_4 * 3 + 1] = 1.0F;
1381 ret[COL_4 * 3 + 2] = 0.0F;
6bbab0fe 1382
367cfc41 1383 ret[COL_5 * 3 + 0] = 1.0F;
1384 ret[COL_5 * 3 + 1] = 0.0F;
1385 ret[COL_5 * 3 + 2] = 1.0F;
6bbab0fe 1386
367cfc41 1387 ret[COL_6 * 3 + 0] = 0.0F;
1388 ret[COL_6 * 3 + 1] = 1.0F;
1389 ret[COL_6 * 3 + 2] = 1.0F;
6bbab0fe 1390
367cfc41 1391 ret[COL_7 * 3 + 0] = 0.5F;
1392 ret[COL_7 * 3 + 1] = 0.5F;
1393 ret[COL_7 * 3 + 2] = 1.0F;
6bbab0fe 1394
367cfc41 1395 ret[COL_8 * 3 + 0] = 0.5F;
1396 ret[COL_8 * 3 + 1] = 1.0F;
1397 ret[COL_8 * 3 + 2] = 0.5F;
6bbab0fe 1398
367cfc41 1399 ret[COL_9 * 3 + 0] = 1.0F;
1400 ret[COL_9 * 3 + 1] = 0.5F;
1401 ret[COL_9 * 3 + 2] = 0.5F;
6bbab0fe 1402
1403 ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
1404 ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
1405 ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F;
1406
1407 ret[COL_SEL * 3 + 0] = 1.0F;
1408 ret[COL_SEL * 3 + 1] = 1.0F;
1409 ret[COL_SEL * 3 + 2] = 1.0F;
1410
1411 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
1412 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
1413 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
1414
1415 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
1416 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
1417 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
1418
1419 *ncolours = NCOLOURS;
1420 return ret;
1421}
1422
1423static game_drawstate *game_new_drawstate(game_state *state)
1424{
1425 struct game_drawstate *ds = snew(struct game_drawstate);
1426 int i;
1427
1428 ds->started = 0;
1429 ds->tileinner = ds->tilegap = 0; /* not decided yet */
1430 ds->tiles = snewn(state->n, int);
1431 for (i = 0; i < state->n; i++)
1432 ds->tiles[i] = -1;
1433
1434 return ds;
1435}
1436
1437static void game_free_drawstate(game_drawstate *ds)
1438{
1439 sfree(ds->tiles);
1440 sfree(ds);
1441}
1442
1443/* Drawing routing for the tile at (x,y) is responsible for drawing
1444 * itself and the gaps to its right and below. If we're the same colour
1445 * as the tile to our right, then we fill in the gap; ditto below, and if
1446 * both then we fill the teeny tiny square in the corner as well.
1447 */
1448
1449static void tile_redraw(frontend *fe, game_drawstate *ds,
1450 int x, int y, int dright, int dbelow,
d951510d 1451 int tile, int bgcolour)
6bbab0fe 1452{
1453 int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
1454
1455 if (col) {
d951510d 1456 if (tile & TILE_IMPOSSIBLE) {
6bbab0fe 1457 outer = col;
1458 inner = COL_IMPOSSIBLE;
1459 } else if (tile & TILE_SELECTED) {
1460 outer = COL_SEL;
1461 inner = col;
1462 } else {
1463 outer = inner = col;
1464 }
1465 }
1466 draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
1467 draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
1468 TILE_INNER/2, TILE_INNER/2, inner);
1469
1470 if (dright)
1471 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
1472 (tile & TILE_JOINRIGHT) ? outer : bgcolour);
1473 if (dbelow)
1474 draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
1475 (tile & TILE_JOINDOWN) ? outer : bgcolour);
1476 if (dright && dbelow)
1477 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
1478 (tile & TILE_JOINDIAG) ? outer : bgcolour);
1479
f1359c5e 1480 if (tile & TILE_HASSEL) {
1481 int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
1482 int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
1483 draw_line(fe, sx, sy, sx+ssz, sy, scol);
1484 draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol);
1485 draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol);
1486 draw_line(fe, sx, sy+ssz, sx, sy, scol);
1487 }
1488
6bbab0fe 1489 draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
1490}
1491
1492static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1493 game_state *state, int dir, game_ui *ui,
1494 float animtime, float flashtime)
1495{
1496 int bgcolour, x, y;
1497
6bbab0fe 1498 /* This was entirely cloned from fifteen.c; it should probably be
1499 * moved into some generic 'draw-recessed-rectangle' utility fn. */
1500 if (!ds->started) {
1501 int coords[10];
1502
1503 draw_rect(fe, 0, 0,
1504 TILE_SIZE * state->params.w + 2 * BORDER,
1505 TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
1506 draw_update(fe, 0, 0,
1507 TILE_SIZE * state->params.w + 2 * BORDER,
1508 TILE_SIZE * state->params.h + 2 * BORDER);
1509
1510 /*
1511 * Recessed area containing the whole puzzle.
1512 */
1513 coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1514 coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1515 coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1516 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
1517 coords[4] = coords[2] - TILE_SIZE;
1518 coords[5] = coords[3] + TILE_SIZE;
1519 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
1520 coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1521 coords[6] = coords[8] + TILE_SIZE;
1522 coords[7] = coords[9] - TILE_SIZE;
28b5987d 1523 draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
6bbab0fe 1524
1525 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
1526 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
28b5987d 1527 draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
6bbab0fe 1528
1529 ds->started = 1;
1530 }
1531
1532 if (flashtime > 0.0) {
1533 int frame = (int)(flashtime / FLASH_FRAME);
1534 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
1535 } else
1536 bgcolour = COL_BACKGROUND;
1537
1538 for (x = 0; x < state->params.w; x++) {
1539 for (y = 0; y < state->params.h; y++) {
1540 int i = (state->params.w * y) + x;
1541 int col = COL(state,x,y), tile = col;
1542 int dright = (x+1 < state->params.w);
1543 int dbelow = (y+1 < state->params.h);
1544
1545 tile |= ISSEL(ui,x,y);
d951510d 1546 if (state->impossible)
1547 tile |= TILE_IMPOSSIBLE;
6bbab0fe 1548 if (dright && COL(state,x+1,y) == col)
1549 tile |= TILE_JOINRIGHT;
1550 if (dbelow && COL(state,x,y+1) == col)
1551 tile |= TILE_JOINDOWN;
1552 if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
1553 COL(state,x+1,y+1) == col)
1554 tile |= TILE_JOINDIAG;
1555
f1359c5e 1556 if (ui->displaysel && ui->xsel == x && ui->ysel == y)
1557 tile |= TILE_HASSEL;
1558
6bbab0fe 1559 /* For now we're never expecting oldstate at all (because we have
1560 * no animation); when we do we might well want to be looking
1561 * at the tile colours from oldstate, not state. */
1562 if ((oldstate && COL(oldstate,x,y) != col) ||
1563 (flashtime > 0.0) ||
1564 (ds->bgcolour != bgcolour) ||
1565 (tile != ds->tiles[i])) {
d951510d 1566 tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);
6bbab0fe 1567 ds->tiles[i] = tile;
1568 }
1569 }
1570 }
1571 ds->bgcolour = bgcolour;
1572
1573 {
1574 char status[255], score[80];
1575
1576 sprintf(score, "Score: %d", state->score);
1577
1578 if (state->complete)
1579 sprintf(status, "COMPLETE! %s", score);
1580 else if (state->impossible)
1581 sprintf(status, "Cannot move! %s", score);
1582 else if (ui->nselected)
1583 sprintf(status, "%s Selected: %d (%d)",
1584 score, ui->nselected, npoints(&state->params, ui->nselected));
1585 else
1586 sprintf(status, "%s", score);
1587 status_bar(fe, status);
1588 }
1589}
1590
1591static float game_anim_length(game_state *oldstate, game_state *newstate,
1592 int dir, game_ui *ui)
1593{
1594 return 0.0F;
1595}
1596
1597static float game_flash_length(game_state *oldstate, game_state *newstate,
1598 int dir, game_ui *ui)
1599{
1600 if ((!oldstate->complete && newstate->complete) ||
1601 (!oldstate->impossible && newstate->impossible))
1602 return 2 * FLASH_FRAME;
1603 else
1604 return 0.0F;
1605}
1606
1607static int game_wants_statusbar(void)
1608{
1609 return TRUE;
1610}
1611
4d08de49 1612static int game_timing_state(game_state *state, game_ui *ui)
6bbab0fe 1613{
1614 return TRUE;
1615}
1616
1617#ifdef COMBINED
1618#define thegame samegame
1619#endif
1620
1621const struct game thegame = {
f3cc3e50 1622 "Same Game", "games.samegame",
6bbab0fe 1623 default_params,
1624 game_fetch_preset,
1625 decode_params,
1626 encode_params,
1627 free_params,
1628 dup_params,
1629 TRUE, game_configure, custom_params,
1630 validate_params,
1631 new_game_desc,
6bbab0fe 1632 validate_desc,
1633 new_game,
1634 dup_game,
1635 free_game,
1636 FALSE, solve_game,
1637 TRUE, game_text_format,
1638 new_ui,
1639 free_ui,
ae8290c6 1640 encode_ui,
1641 decode_ui,
6bbab0fe 1642 game_changed_state,
df11cd4e 1643 interpret_move,
1644 execute_move,
1f3ee4ee 1645 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
6bbab0fe 1646 game_colours,
1647 game_new_drawstate,
1648 game_free_drawstate,
1649 game_redraw,
1650 game_anim_length,
1651 game_flash_length,
1652 game_wants_statusbar,
1653 FALSE, game_timing_state,
1654 0, /* mouse_priorities */
1655};