Fix GTK casts to restore correct compilation on GTK 2.0 after r6022.
[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
4a29930e 358static game_state *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
414static void sel_clear(game_ui *ui, game_state *state)
415{
416 int i;
417
418 for (i = 0; i < state->n; i++)
419 ui->tiles[i] &= ~TILE_SELECTED;
420 ui->nselected = 0;
6bbab0fe 421}
422
423
424static void game_changed_state(game_ui *ui, game_state *oldstate,
425 game_state *newstate)
426{
427 sel_clear(ui, newstate);
428}
429
430static void sel_remove(game_ui *ui, game_state *state)
431{
432 int i, nremoved = 0;
433
434 state->score += npoints(&state->params, ui->nselected);
435
436 for (i = 0; i < state->n; i++) {
437 if (ui->tiles[i] & TILE_SELECTED) {
438 nremoved++;
439 state->tiles[i] = 0;
440 ui->tiles[i] &= ~TILE_SELECTED;
441 }
442 }
443 ui->nselected = 0;
6bbab0fe 444}
445
446static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
447{
448 int ns = 1, nadded, x, y, c;
449
450 TILE(ui,tx,ty) |= TILE_SELECTED;
6bbab0fe 451 do {
452 nadded = 0;
453
454 for (x = 0; x < state->params.w; x++) {
455 for (y = 0; y < state->params.h; y++) {
456 if (x == tx && y == ty) continue;
457 if (ISSEL(ui,x,y)) continue;
458
459 c = COL(state,x,y);
460 if ((x > 0) &&
461 ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) {
462 TILE(ui,x,y) |= TILE_SELECTED;
463 nadded++;
464 continue;
465 }
466
467 if ((x+1 < state->params.w) &&
468 ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) {
469 TILE(ui,x,y) |= TILE_SELECTED;
470 nadded++;
471 continue;
472 }
473
474 if ((y > 0) &&
475 ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) {
476 TILE(ui,x,y) |= TILE_SELECTED;
477 nadded++;
478 continue;
479 }
480
481 if ((y+1 < state->params.h) &&
482 ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) {
483 TILE(ui,x,y) |= TILE_SELECTED;
484 nadded++;
485 continue;
486 }
487 }
488 }
489 ns += nadded;
6bbab0fe 490 } while (nadded > 0);
491
492 if (ns > 1) {
493 ui->nselected = ns;
494 } else {
495 sel_clear(ui, state);
496 }
497}
498
499static int sg_emptycol(game_state *ret, int x)
500{
501 int y;
502 for (y = 0; y < ret->params.h; y++) {
503 if (COL(ret,x,y)) return 0;
504 }
505 return 1;
506}
507
508
509static void sg_snuggle(game_state *ret)
510{
511 int x,y, ndone;
512
513 /* make all unsupported tiles fall down. */
514 do {
515 ndone = 0;
516 for (x = 0; x < ret->params.w; x++) {
517 for (y = ret->params.h-1; y > 0; y--) {
518 if (COL(ret,x,y) != 0) continue;
519 if (COL(ret,x,y-1) != 0) {
520 SWAPTILE(ret,x,y,x,y-1);
521 ndone++;
522 }
523 }
524 }
525 } while (ndone);
526
527 /* shuffle all columns as far left as they can go. */
528 do {
529 ndone = 0;
530 for (x = 0; x < ret->params.w-1; x++) {
531 if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
6bbab0fe 532 ndone++;
533 for (y = 0; y < ret->params.h; y++) {
534 SWAPTILE(ret,x,y,x+1,y);
535 }
536 }
537 }
538 } while (ndone);
539}
540
541static void sg_check(game_state *ret)
542{
543 int x,y, complete = 1, impossible = 1;
544
545 for (x = 0; x < ret->params.w; x++) {
546 for (y = 0; y < ret->params.h; y++) {
547 if (COL(ret,x,y) == 0)
548 continue;
549 complete = 0;
550 if (x+1 < ret->params.w) {
551 if (COL(ret,x,y) == COL(ret,x+1,y))
552 impossible = 0;
553 }
554 if (y+1 < ret->params.h) {
555 if (COL(ret,x,y) == COL(ret,x,y+1))
556 impossible = 0;
557 }
558 }
559 }
560 ret->complete = complete;
561 ret->impossible = impossible;
562}
563
564struct game_drawstate {
565 int started, bgcolour;
566 int tileinner, tilegap;
567 int *tiles; /* contains colour and SELECTED. */
568};
569
570static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
571 int x, int y, int button)
572{
573 int tx, ty;
574 game_state *ret = from;
575
f1359c5e 576 ui->displaysel = 0;
577
578 if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
579 tx = FROMCOORD(x); ty= FROMCOORD(y);
580 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
581 button == CURSOR_LEFT || button == CURSOR_RIGHT) {
582 int dx = 0, dy = 0;
583 ui->displaysel = 1;
584 dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
585 dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
586 ui->xsel = (ui->xsel + from->params.w + dx) % from->params.w;
587 ui->ysel = (ui->ysel + from->params.h + dy) % from->params.h;
f1359c5e 588 return ret;
589 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
590 button == '\n') {
591 ui->displaysel = 1;
592 tx = ui->xsel;
593 ty = ui->ysel;
f1359c5e 594 } else
6bbab0fe 595 return NULL;
596
6bbab0fe 597 if (tx < 0 || tx >= from->params.w || ty < 0 || ty >= from->params.h)
598 return NULL;
599 if (COL(from, tx, ty) == 0) return NULL;
600
601 if (ISSEL(ui,tx,ty)) {
602 if (button == RIGHT_BUTTON)
603 sel_clear(ui, from);
604 else {
605 /* this is the actual move. */
606 ret = dup_game(from);
607 sel_remove(ui, ret);
608 sg_snuggle(ret); /* shifts blanks down and to the left */
609 sg_check(ret); /* checks for completeness or impossibility */
610 }
611 } else {
612 sel_clear(ui, from); /* might be no-op */
613 sel_expand(ui, from, tx, ty);
614 }
f1359c5e 615 if (ret->complete || ret->impossible)
616 ui->displaysel = 0;
6bbab0fe 617
618 return ret;
619}
620
621/* ----------------------------------------------------------------------
622 * Drawing routines.
623 */
624
625static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
626 int expand)
627{
628 int tsx, tsy, ts;
629
630 /*
631 * We could choose the tile gap dynamically as well if we
632 * wanted to; for example, at low tile sizes it might be
633 * sensible to leave it out completely. However, for the moment
634 * and for the sake of simplicity I'm just going to fix it at
635 * 2.
636 */
637 ds->tilegap = 2;
638
639 /*
640 * Each window dimension equals the tile size (inner plus gap)
641 * times the grid dimension, plus another tile size (border is
642 * half the width of a tile), minus one tile gap.
643 *
644 * We must cast to unsigned before adding to *x and *y, since
645 * they might be INT_MAX!
646 */
647 tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1);
648 tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1);
649
650 ts = min(tsx, tsy);
651 if (expand)
652 ds->tileinner = ts - ds->tilegap;
653 else
654 ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - ds->tilegap;
655
656 *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
657 *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
658}
659
660static float *game_colours(frontend *fe, game_state *state, int *ncolours)
661{
662 float *ret = snewn(3 * NCOLOURS, float);
663
664 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
665
666 ret[COL_1 * 3 + 0] = 0.0F;
667 ret[COL_1 * 3 + 1] = 0.0F;
668 ret[COL_1 * 3 + 2] = 1.0F;
669
670 ret[COL_2 * 3 + 0] = 0.0F;
671 ret[COL_2 * 3 + 1] = 0.5F;
672 ret[COL_2 * 3 + 2] = 0.0F;
673
674 ret[COL_3 * 3 + 0] = 1.0F;
675 ret[COL_3 * 3 + 1] = 0.0F;
676 ret[COL_3 * 3 + 2] = 0.0F;
677
367cfc41 678 ret[COL_4 * 3 + 0] = 1.0F;
679 ret[COL_4 * 3 + 1] = 1.0F;
680 ret[COL_4 * 3 + 2] = 0.0F;
6bbab0fe 681
367cfc41 682 ret[COL_5 * 3 + 0] = 1.0F;
683 ret[COL_5 * 3 + 1] = 0.0F;
684 ret[COL_5 * 3 + 2] = 1.0F;
6bbab0fe 685
367cfc41 686 ret[COL_6 * 3 + 0] = 0.0F;
687 ret[COL_6 * 3 + 1] = 1.0F;
688 ret[COL_6 * 3 + 2] = 1.0F;
6bbab0fe 689
367cfc41 690 ret[COL_7 * 3 + 0] = 0.5F;
691 ret[COL_7 * 3 + 1] = 0.5F;
692 ret[COL_7 * 3 + 2] = 1.0F;
6bbab0fe 693
367cfc41 694 ret[COL_8 * 3 + 0] = 0.5F;
695 ret[COL_8 * 3 + 1] = 1.0F;
696 ret[COL_8 * 3 + 2] = 0.5F;
6bbab0fe 697
367cfc41 698 ret[COL_9 * 3 + 0] = 1.0F;
699 ret[COL_9 * 3 + 1] = 0.5F;
700 ret[COL_9 * 3 + 2] = 0.5F;
6bbab0fe 701
702 ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
703 ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
704 ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F;
705
706 ret[COL_SEL * 3 + 0] = 1.0F;
707 ret[COL_SEL * 3 + 1] = 1.0F;
708 ret[COL_SEL * 3 + 2] = 1.0F;
709
710 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
711 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
712 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
713
714 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
715 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
716 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
717
718 *ncolours = NCOLOURS;
719 return ret;
720}
721
722static game_drawstate *game_new_drawstate(game_state *state)
723{
724 struct game_drawstate *ds = snew(struct game_drawstate);
725 int i;
726
727 ds->started = 0;
728 ds->tileinner = ds->tilegap = 0; /* not decided yet */
729 ds->tiles = snewn(state->n, int);
730 for (i = 0; i < state->n; i++)
731 ds->tiles[i] = -1;
732
733 return ds;
734}
735
736static void game_free_drawstate(game_drawstate *ds)
737{
738 sfree(ds->tiles);
739 sfree(ds);
740}
741
742/* Drawing routing for the tile at (x,y) is responsible for drawing
743 * itself and the gaps to its right and below. If we're the same colour
744 * as the tile to our right, then we fill in the gap; ditto below, and if
745 * both then we fill the teeny tiny square in the corner as well.
746 */
747
748static void tile_redraw(frontend *fe, game_drawstate *ds,
749 int x, int y, int dright, int dbelow,
d951510d 750 int tile, int bgcolour)
6bbab0fe 751{
752 int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
753
754 if (col) {
d951510d 755 if (tile & TILE_IMPOSSIBLE) {
6bbab0fe 756 outer = col;
757 inner = COL_IMPOSSIBLE;
758 } else if (tile & TILE_SELECTED) {
759 outer = COL_SEL;
760 inner = col;
761 } else {
762 outer = inner = col;
763 }
764 }
765 draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
766 draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
767 TILE_INNER/2, TILE_INNER/2, inner);
768
769 if (dright)
770 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
771 (tile & TILE_JOINRIGHT) ? outer : bgcolour);
772 if (dbelow)
773 draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
774 (tile & TILE_JOINDOWN) ? outer : bgcolour);
775 if (dright && dbelow)
776 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
777 (tile & TILE_JOINDIAG) ? outer : bgcolour);
778
f1359c5e 779 if (tile & TILE_HASSEL) {
780 int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
781 int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
782 draw_line(fe, sx, sy, sx+ssz, sy, scol);
783 draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol);
784 draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol);
785 draw_line(fe, sx, sy+ssz, sx, sy, scol);
786 }
787
6bbab0fe 788 draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
789}
790
791static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
792 game_state *state, int dir, game_ui *ui,
793 float animtime, float flashtime)
794{
795 int bgcolour, x, y;
796
6bbab0fe 797 /* This was entirely cloned from fifteen.c; it should probably be
798 * moved into some generic 'draw-recessed-rectangle' utility fn. */
799 if (!ds->started) {
800 int coords[10];
801
802 draw_rect(fe, 0, 0,
803 TILE_SIZE * state->params.w + 2 * BORDER,
804 TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
805 draw_update(fe, 0, 0,
806 TILE_SIZE * state->params.w + 2 * BORDER,
807 TILE_SIZE * state->params.h + 2 * BORDER);
808
809 /*
810 * Recessed area containing the whole puzzle.
811 */
812 coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
813 coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
814 coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
815 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
816 coords[4] = coords[2] - TILE_SIZE;
817 coords[5] = coords[3] + TILE_SIZE;
818 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
819 coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
820 coords[6] = coords[8] + TILE_SIZE;
821 coords[7] = coords[9] - TILE_SIZE;
822 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
823 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
824
825 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
826 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
827 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
828 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
829
830 ds->started = 1;
831 }
832
833 if (flashtime > 0.0) {
834 int frame = (int)(flashtime / FLASH_FRAME);
835 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
836 } else
837 bgcolour = COL_BACKGROUND;
838
839 for (x = 0; x < state->params.w; x++) {
840 for (y = 0; y < state->params.h; y++) {
841 int i = (state->params.w * y) + x;
842 int col = COL(state,x,y), tile = col;
843 int dright = (x+1 < state->params.w);
844 int dbelow = (y+1 < state->params.h);
845
846 tile |= ISSEL(ui,x,y);
d951510d 847 if (state->impossible)
848 tile |= TILE_IMPOSSIBLE;
6bbab0fe 849 if (dright && COL(state,x+1,y) == col)
850 tile |= TILE_JOINRIGHT;
851 if (dbelow && COL(state,x,y+1) == col)
852 tile |= TILE_JOINDOWN;
853 if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
854 COL(state,x+1,y+1) == col)
855 tile |= TILE_JOINDIAG;
856
f1359c5e 857 if (ui->displaysel && ui->xsel == x && ui->ysel == y)
858 tile |= TILE_HASSEL;
859
6bbab0fe 860 /* For now we're never expecting oldstate at all (because we have
861 * no animation); when we do we might well want to be looking
862 * at the tile colours from oldstate, not state. */
863 if ((oldstate && COL(oldstate,x,y) != col) ||
864 (flashtime > 0.0) ||
865 (ds->bgcolour != bgcolour) ||
866 (tile != ds->tiles[i])) {
d951510d 867 tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);
6bbab0fe 868 ds->tiles[i] = tile;
869 }
870 }
871 }
872 ds->bgcolour = bgcolour;
873
874 {
875 char status[255], score[80];
876
877 sprintf(score, "Score: %d", state->score);
878
879 if (state->complete)
880 sprintf(status, "COMPLETE! %s", score);
881 else if (state->impossible)
882 sprintf(status, "Cannot move! %s", score);
883 else if (ui->nselected)
884 sprintf(status, "%s Selected: %d (%d)",
885 score, ui->nselected, npoints(&state->params, ui->nselected));
886 else
887 sprintf(status, "%s", score);
888 status_bar(fe, status);
889 }
890}
891
892static float game_anim_length(game_state *oldstate, game_state *newstate,
893 int dir, game_ui *ui)
894{
895 return 0.0F;
896}
897
898static float game_flash_length(game_state *oldstate, game_state *newstate,
899 int dir, game_ui *ui)
900{
901 if ((!oldstate->complete && newstate->complete) ||
902 (!oldstate->impossible && newstate->impossible))
903 return 2 * FLASH_FRAME;
904 else
905 return 0.0F;
906}
907
908static int game_wants_statusbar(void)
909{
910 return TRUE;
911}
912
913static int game_timing_state(game_state *state)
914{
915 return TRUE;
916}
917
918#ifdef COMBINED
919#define thegame samegame
920#endif
921
922const struct game thegame = {
f3cc3e50 923 "Same Game", "games.samegame",
6bbab0fe 924 default_params,
925 game_fetch_preset,
926 decode_params,
927 encode_params,
928 free_params,
929 dup_params,
930 TRUE, game_configure, custom_params,
931 validate_params,
932 new_game_desc,
933 game_free_aux_info,
934 validate_desc,
935 new_game,
936 dup_game,
937 free_game,
938 FALSE, solve_game,
939 TRUE, game_text_format,
940 new_ui,
941 free_ui,
942 game_changed_state,
943 make_move,
944 game_size,
945 game_colours,
946 game_new_drawstate,
947 game_free_drawstate,
948 game_redraw,
949 game_anim_length,
950 game_flash_length,
951 game_wants_statusbar,
952 FALSE, game_timing_state,
953 0, /* mouse_priorities */
954};