Until now, Same Game has been the only puzzle in this collection
[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
401 /*
402 * Shuffle the list.
403 */
404 shuffle(list, n, sizeof(*list), rs);
405
406#ifdef GENERATION_DIAGNOSTICS
407 printf("initial grid:\n");
408 {
409 int x,y;
410 for (y = 0; y < h; y++) {
411 for (x = 0; x < w; x++) {
412 if (grid[y*w+x] == 0)
413 printf("-");
414 else
415 printf("%d", grid[y*w+x]);
416 }
417 printf("\n");
418 }
419 }
420#endif
421
422 /*
423 * Now go through the list one element at a time and
424 * actually attempt to insert something there.
425 */
426 while (n-- > 0) {
427 int dirs[4], ndirs, dir;
428
429 pos = list[n];
430 x = pos % w;
431 y = pos / w;
432
433 memcpy(grid2, grid, wh * sizeof(int));
434
435 if (y == h) {
436 /*
437 * Insert a column at position x.
438 */
439 for (i = w-1; i > x; i--)
440 for (j = 0; j < h; j++)
441 grid2[j*w+i] = grid2[j*w+(i-1)];
442 /*
443 * Clear the new column.
444 */
445 for (j = 0; j < h; j++)
446 grid2[j*w+x] = 0;
447 /*
448 * Decrement y so that our first square is actually
449 * inserted _in_ the grid rather than just below it.
450 */
451 y--;
452 }
453
454 /*
455 * Insert a square within column x at position y.
456 */
457 for (i = 0; i+1 <= y; i++)
458 grid2[i*w+x] = grid2[(i+1)*w+x];
459
460#ifdef GENERATION_DIAGNOSTICS
461 printf("trying at n=%d (%d,%d)\n", n, x, y);
462 grid2[y*w+x] = tc;
463 {
464 int x,y;
465 for (y = 0; y < h; y++) {
466 for (x = 0; x < w; x++) {
467 if (grid2[y*w+x] == 0)
468 printf("-");
469 else if (grid2[y*w+x] <= nc)
470 printf("%d", grid2[y*w+x]);
471 else
472 printf("*");
473 }
474 printf("\n");
475 }
476 }
477#endif
478
479 /*
480 * Pick our square colour so that it doesn't match any
481 * of its neighbours.
482 */
483 {
484 int wrongcol[4], nwrong = 0;
485
486 /*
487 * List the neighbouring colours.
488 */
489 if (x > 0)
490 wrongcol[nwrong++] = grid2[y*w+(x-1)];
491 if (x+1 < w)
492 wrongcol[nwrong++] = grid2[y*w+(x+1)];
493 if (y > 0)
494 wrongcol[nwrong++] = grid2[(y-1)*w+x];
495 if (y+1 < h)
496 wrongcol[nwrong++] = grid2[(y+1)*w+x];
497
498 /*
499 * Eliminate duplicates. We can afford a shoddy
500 * algorithm here because the problem size is
501 * bounded.
502 */
503 for (i = j = 0 ;; i++) {
504 int pos = -1, min = 0;
505 if (j > 0)
506 min = wrongcol[j-1];
507 for (k = i; k < nwrong; k++)
508 if (wrongcol[k] > min &&
509 (pos == -1 || wrongcol[k] < wrongcol[pos]))
510 pos = k;
511 if (pos >= 0) {
512 int v = wrongcol[pos];
513 wrongcol[pos] = wrongcol[j];
514 wrongcol[j++] = v;
515 } else
516 break;
517 }
518 nwrong = j;
519
520 /*
521 * If no colour will go here, stop trying.
522 */
523 if (nwrong == nc)
524 continue;
525
526 /*
527 * Otherwise, pick a colour from the remaining
528 * ones.
529 */
530 c = 1 + random_upto(rs, nc - nwrong);
531 for (i = 0; i < nwrong; i++) {
532 if (c >= wrongcol[i])
533 c++;
534 else
535 break;
536 }
537 }
538
539 /*
540 * Place the new square.
541 *
542 * Although I've _chosen_ the new region's colour
543 * (so that we can check adjacency), I'm going to
544 * actually place it as an invalid colour (tc)
545 * until I'm sure it's viable. This is so that I
546 * can conveniently check that I really have made a
547 * _valid_ inverse move later on.
548 */
549#ifdef GENERATION_DIAGNOSTICS
550 printf("picked colour %d\n", c);
551#endif
552 grid2[y*w+x] = tc;
553
554 /*
555 * Now attempt to extend it in one of three ways: left,
556 * right or up.
557 */
558 ndirs = 0;
559 if (x > 0 &&
560 grid2[y*w+(x-1)] != c &&
561 grid2[x-1] == 0 &&
562 (y+1 >= h || grid2[(y+1)*w+(x-1)] != c) &&
563 (y+1 >= h || grid2[(y+1)*w+(x-1)] != 0) &&
564 (x <= 1 || grid2[y*w+(x-2)] != c))
565 dirs[ndirs++] = -1; /* left */
566 if (x+1 < w &&
567 grid2[y*w+(x+1)] != c &&
568 grid2[x+1] == 0 &&
569 (y+1 >= h || grid2[(y+1)*w+(x+1)] != c) &&
570 (y+1 >= h || grid2[(y+1)*w+(x+1)] != 0) &&
571 (x+2 >= w || grid2[y*w+(x+2)] != c))
572 dirs[ndirs++] = +1; /* right */
573 if (y > 0 &&
574 grid2[x] == 0 &&
575 (x <= 0 || grid2[(y-1)*w+(x-1)] != c) &&
576 (x+1 >= w || grid2[(y-1)*w+(x+1)] != c)) {
577 /*
578 * We add this possibility _twice_, so that the
579 * probability of placing a vertical domino is
580 * about the same as that of a horizontal. This
581 * should yield less bias in the generated
582 * grids.
583 */
584 dirs[ndirs++] = 0; /* up */
585 dirs[ndirs++] = 0; /* up */
586 }
587
588 if (ndirs == 0)
589 continue;
590
591 dir = dirs[random_upto(rs, ndirs)];
592
593#ifdef GENERATION_DIAGNOSTICS
594 printf("picked dir %d\n", dir);
595#endif
596
597 /*
598 * Insert a square within column (x+dir) at position y.
599 */
600 for (i = 0; i+1 <= y; i++)
601 grid2[i*w+x+dir] = grid2[(i+1)*w+x+dir];
602 grid2[y*w+x+dir] = tc;
603
604 /*
605 * See if we've divided the remaining grid squares
606 * into sub-areas. If so, we need every sub-area to
607 * have an even area or we won't be able to
608 * complete generation.
609 *
610 * If the height is odd and not all columns are
611 * present, we can increase the area of a subarea
612 * by adding a new column in it, so in that
613 * situation we don't mind having as many odd
614 * subareas as there are spare columns.
615 *
616 * If the height is even, we can't fix it at all.
617 */
618 {
619 int nerrs = 0, nfix = 0;
620 k = 0; /* current subarea size */
621 for (i = 0; i < w; i++) {
622 if (grid2[(h-1)*w+i] == 0) {
623 if (h % 2)
624 nfix++;
625 continue;
626 }
627 for (j = 0; j < h && grid2[j*w+i] == 0; j++);
628 assert(j < h);
629 if (j == 0) {
630 /*
631 * End of previous subarea.
632 */
633 if (k % 2)
634 nerrs++;
635 k = 0;
636 } else {
637 k += j;
638 }
639 }
640 if (k % 2)
641 nerrs++;
642 if (nerrs > nfix)
643 continue; /* try a different placement */
644 }
645
646 /*
647 * We've made a move. Verify that it is a valid
648 * move and that if made it would indeed yield the
649 * previous grid state. The criteria are:
650 *
651 * (a) removing all the squares of colour tc (and
652 * shuffling the columns up etc) from grid2
653 * would yield grid
654 * (b) no square of colour tc is adjacent to one
655 * of colour c
656 * (c) all the squares of colour tc form a single
657 * connected component
658 *
659 * We verify the latter property at the same time
660 * as checking that removing all the tc squares
661 * would yield the previous grid. Then we colour
662 * the tc squares in colour c by breadth-first
663 * search, which conveniently permits us to test
664 * that they're all connected.
665 */
666 {
667 int x1, x2, y1, y2;
668 int ok = TRUE;
669 int fillstart = -1, ntc = 0;
670
671#ifdef GENERATION_DIAGNOSTICS
672 {
673 int x,y;
674 printf("testing move (new, old):\n");
675 for (y = 0; y < h; y++) {
676 for (x = 0; x < w; x++) {
677 if (grid2[y*w+x] == 0)
678 printf("-");
679 else if (grid2[y*w+x] <= nc)
680 printf("%d", grid2[y*w+x]);
681 else
682 printf("*");
683 }
684 printf(" ");
685 for (x = 0; x < w; x++) {
686 if (grid[y*w+x] == 0)
687 printf("-");
688 else
689 printf("%d", grid[y*w+x]);
690 }
691 printf("\n");
692 }
693 }
694#endif
695
696 for (x1 = x2 = 0; x2 < w; x2++) {
697 int usedcol = FALSE;
698
699 for (y1 = y2 = h-1; y2 >= 0; y2--) {
700 if (grid2[y2*w+x2] == tc) {
701 ntc++;
702 if (fillstart == -1)
703 fillstart = y2*w+x2;
704 if ((y2+1 < h && grid2[(y2+1)*w+x2] == c) ||
705 (y2-1 >= 0 && grid2[(y2-1)*w+x2] == c) ||
706 (x2+1 < w && grid2[y2*w+x2+1] == c) ||
707 (x2-1 >= 0 && grid2[y2*w+x2-1] == c)) {
708#ifdef GENERATION_DIAGNOSTICS
709 printf("adjacency failure at %d,%d\n",
710 x2, y2);
711#endif
712 ok = FALSE;
713 }
714 continue;
715 }
716 if (grid2[y2*w+x2] == 0)
717 break;
718 usedcol = TRUE;
719 if (grid2[y2*w+x2] != grid[y1*w+x1]) {
720#ifdef GENERATION_DIAGNOSTICS
721 printf("matching failure at %d,%d vs %d,%d\n",
722 x2, y2, x1, y1);
723#endif
724 ok = FALSE;
725 }
726 y1--;
727 }
728
729 /*
730 * If we've reached the top of the column
731 * in grid2, verify that we've also reached
732 * the top of the column in `grid'.
733 */
734 if (usedcol) {
735 while (y1 >= 0) {
736 if (grid[y1*w+x1] != 0) {
737#ifdef GENERATION_DIAGNOSTICS
738 printf("junk at column top (%d,%d)\n",
739 x1, y1);
740#endif
741 ok = FALSE;
742 }
743 y1--;
744 }
745 }
746
747 if (!ok)
748 break;
749
750 if (usedcol)
751 x1++;
752 }
753
754 if (!ok) {
755 assert(!"This should never happen");
756
757 /*
758 * If this game is compiled NDEBUG so that
759 * the assertion doesn't bring it to a
760 * crashing halt, the only thing we can do
761 * is to give up, loop round again, and
762 * hope to randomly avoid making whatever
763 * type of move just caused this failure.
764 */
765 continue;
766 }
767
768 /*
769 * Now use bfs to fill in the tc section as
770 * colour c. We use `list' to store the set of
771 * squares we have to process.
772 */
773 i = j = 0;
774 assert(fillstart >= 0);
775 list[i++] = fillstart;
776#ifdef OUTPUT_SOLUTION
777 printf("M");
778#endif
779 while (j < i) {
780 k = list[j];
781 x = k % w;
782 y = k / w;
783#ifdef OUTPUT_SOLUTION
784 printf("%s%d", j ? "," : "", k);
785#endif
786 j++;
787
788 assert(grid2[k] == tc);
789 grid2[k] = c;
790
791 if (x > 0 && grid2[k-1] == tc)
792 list[i++] = k-1;
793 if (x+1 < w && grid2[k+1] == tc)
794 list[i++] = k+1;
795 if (y > 0 && grid2[k-w] == tc)
796 list[i++] = k-w;
797 if (y+1 < h && grid2[k+w] == tc)
798 list[i++] = k+w;
799 }
800#ifdef OUTPUT_SOLUTION
801 printf("\n");
802#endif
803
804 /*
805 * Check that we've filled the same number of
806 * tc squares as we originally found.
807 */
808 assert(j == ntc);
809 }
810
811 memcpy(grid, grid2, wh * sizeof(int));
812
813 break; /* done it! */
814 }
815
816#ifdef GENERATION_DIAGNOSTICS
817 {
818 int x,y;
819 printf("n=%d\n", n);
820 for (y = 0; y < h; y++) {
821 for (x = 0; x < w; x++) {
822 if (grid[y*w+x] == 0)
823 printf("-");
824 else
825 printf("%d", grid[y*w+x]);
826 }
827 printf("\n");
828 }
829 }
830#endif
831
832 if (n < 0)
833 break;
834 }
835
836 ok = TRUE;
837 for (i = 0; i < wh; i++)
838 if (grid[i] == 0) {
839 ok = FALSE;
840 failures++;
841#if defined GENERATION_DIAGNOSTICS || defined SHOW_INCOMPLETE
842 {
843 int x,y;
844 printf("incomplete grid:\n");
845 for (y = 0; y < h; y++) {
846 for (x = 0; x < w; x++) {
847 if (grid[y*w+x] == 0)
848 printf("-");
849 else
850 printf("%d", grid[y*w+x]);
851 }
852 printf("\n");
853 }
854 }
855#endif
856 break;
857 }
858
859 } while (!ok);
860
861#if defined GENERATION_DIAGNOSTICS || defined COUNT_FAILURES
862 printf("%d failures\n", failures);
863#endif
864#ifdef GENERATION_DIAGNOSTICS
865 {
866 int x,y;
867 printf("final grid:\n");
868 for (y = 0; y < h; y++) {
869 for (x = 0; x < w; x++) {
870 printf("%d", grid[y*w+x]);
871 }
872 printf("\n");
873 }
874 }
875#endif
876
877 sfree(grid2);
878 sfree(list);
879}
880
881/*
882 * Not-guaranteed-soluble grid generator; kept as a legacy, and in
883 * case someone finds the slightly odd quality of the guaranteed-
884 * soluble grids to be aesthetically displeasing or finds its CPU
885 * utilisation to be excessive.
886 */
887static void gen_grid_random(int w, int h, int nc, int *grid, random_state *rs)
6bbab0fe 888{
e4a7ab56 889 int i, j, c;
890 int n = w * h;
6bbab0fe 891
e4a7ab56 892 for (i = 0; i < n; i++)
893 grid[i] = 0;
6bbab0fe 894
e4a7ab56 895 /*
896 * Our sole concession to not gratuitously generating insoluble
897 * grids is to ensure we have at least two of every colour.
898 */
899 for (c = 1; c <= nc; c++) {
6bbab0fe 900 for (j = 0; j < 2; j++) {
901 do {
902 i = (int)random_upto(rs, n);
e4a7ab56 903 } while (grid[i] != 0);
904 grid[i] = c;
6bbab0fe 905 }
906 }
907
e4a7ab56 908 /*
909 * Fill in the rest of the grid at random.
910 */
6bbab0fe 911 for (i = 0; i < n; i++) {
e4a7ab56 912 if (grid[i] == 0)
913 grid[i] = (int)random_upto(rs, nc)+1;
6bbab0fe 914 }
e4a7ab56 915}
916
917static char *new_game_desc(game_params *params, random_state *rs,
918 char **aux, int interactive)
919{
920 char *ret;
921 int n, i, retlen, *tiles;
922
923 n = params->w * params->h;
924 tiles = snewn(n, int);
925
926 if (params->soluble)
927 gen_grid(params->w, params->h, params->ncols, tiles, rs);
928 else
929 gen_grid_random(params->w, params->h, params->ncols, tiles, rs);
6bbab0fe 930
931 ret = NULL;
932 retlen = 0;
933 for (i = 0; i < n; i++) {
934 char buf[80];
935 int k;
936
937 k = sprintf(buf, "%d,", tiles[i]);
938 ret = sresize(ret, retlen + k + 1, char);
939 strcpy(ret + retlen, buf);
940 retlen += k;
941 }
942 ret[retlen-1] = '\0'; /* delete last comma */
943
944 sfree(tiles);
945 return ret;
946}
947
6bbab0fe 948static char *validate_desc(game_params *params, char *desc)
949{
950 int area = params->w * params->h, i;
951 char *p = desc;
952
953 for (i = 0; i < area; i++) {
954 char *q = p;
955 int n;
956
89167dad 957 if (!isdigit((unsigned char)*p))
6bbab0fe 958 return "Not enough numbers in string";
89167dad 959 while (isdigit((unsigned char)*p)) p++;
6bbab0fe 960
961 if (i < area-1 && *p != ',')
962 return "Expected comma after number";
963 else if (i == area-1 && *p)
964 return "Excess junk at end of string";
965
966 n = atoi(q);
967 if (n < 0 || n > params->ncols)
968 return "Colour out of range";
969
970 if (*p) p++; /* eat comma */
971 }
972 return NULL;
973}
974
975static game_state *new_game(midend_data *me, game_params *params, char *desc)
976{
977 game_state *state = snew(game_state);
978 char *p = desc;
979 int i;
980
981 state->params = *params; /* struct copy */
982 state->n = state->params.w * state->params.h;
983 state->tiles = snewn(state->n, int);
984
985 for (i = 0; i < state->n; i++) {
986 assert(*p);
987 state->tiles[i] = atoi(p);
988 while (*p && *p != ',')
989 p++;
990 if (*p) p++; /* eat comma */
991 }
992 state->complete = state->impossible = 0;
993 state->score = 0;
994
995 return state;
996}
997
998static game_state *dup_game(game_state *state)
999{
1000 game_state *ret = snew(game_state);
1001
1002 *ret = *state; /* structure copy, except... */
1003
1004 ret->tiles = snewn(state->n, int);
1005 memcpy(ret->tiles, state->tiles, state->n * sizeof(int));
1006
1007 return ret;
1008}
1009
1010static void free_game(game_state *state)
1011{
1012 sfree(state->tiles);
1013 sfree(state);
1014}
1015
df11cd4e 1016static char *solve_game(game_state *state, game_state *currstate,
c566778e 1017 char *aux, char **error)
6bbab0fe 1018{
1019 return NULL;
1020}
1021
1022static char *game_text_format(game_state *state)
1023{
1024 char *ret, *p;
1025 int x, y, maxlen;
1026
1027 maxlen = state->params.h * (state->params.w + 1);
1028 ret = snewn(maxlen+1, char);
1029 p = ret;
1030
1031 for (y = 0; y < state->params.h; y++) {
1032 for (x = 0; x < state->params.w; x++) {
1033 int t = TILE(state,x,y);
1034 if (t <= 0) *p++ = ' ';
1035 else if (t < 10) *p++ = '0'+t;
1036 else *p++ = 'a'+(t-10);
1037 }
1038 *p++ = '\n';
1039 }
1040 assert(p - ret == maxlen);
1041 *p = '\0';
1042 return ret;
1043}
1044
1045struct game_ui {
1046 struct game_params params;
1047 int *tiles; /* selected-ness only */
1048 int nselected;
f1359c5e 1049 int xsel, ysel, displaysel;
6bbab0fe 1050};
1051
1052static game_ui *new_ui(game_state *state)
1053{
1054 game_ui *ui = snew(game_ui);
1055
1056 ui->params = state->params; /* structure copy */
1057 ui->tiles = snewn(state->n, int);
1058 memset(ui->tiles, 0, state->n*sizeof(int));
1059 ui->nselected = 0;
1060
f1359c5e 1061 ui->xsel = ui->ysel = ui->displaysel = 0;
1062
6bbab0fe 1063 return ui;
1064}
1065
1066static void free_ui(game_ui *ui)
1067{
1068 sfree(ui->tiles);
1069 sfree(ui);
1070}
1071
844f605f 1072static char *encode_ui(game_ui *ui)
ae8290c6 1073{
1074 return NULL;
1075}
1076
844f605f 1077static void decode_ui(game_ui *ui, char *encoding)
ae8290c6 1078{
1079}
1080
6bbab0fe 1081static void sel_clear(game_ui *ui, game_state *state)
1082{
1083 int i;
1084
1085 for (i = 0; i < state->n; i++)
1086 ui->tiles[i] &= ~TILE_SELECTED;
1087 ui->nselected = 0;
6bbab0fe 1088}
1089
1090
1091static void game_changed_state(game_ui *ui, game_state *oldstate,
1092 game_state *newstate)
1093{
1094 sel_clear(ui, newstate);
faff1e07 1095
1096 /*
1097 * If the game state has just changed into an unplayable one
1098 * (either completed or impossible), we vanish the keyboard-
1099 * control cursor.
1100 */
1101 if (newstate->complete || newstate->impossible)
1102 ui->displaysel = 0;
6bbab0fe 1103}
1104
df11cd4e 1105static char *sel_movedesc(game_ui *ui, game_state *state)
6bbab0fe 1106{
df11cd4e 1107 int i;
1108 char *ret, *sep, buf[80];
1109 int retlen, retsize;
6bbab0fe 1110
df11cd4e 1111 retsize = 256;
1112 ret = snewn(retsize, char);
1113 retlen = 0;
1114 ret[retlen++] = 'M';
1115 sep = "";
6bbab0fe 1116
1117 for (i = 0; i < state->n; i++) {
1118 if (ui->tiles[i] & TILE_SELECTED) {
df11cd4e 1119 sprintf(buf, "%s%d", sep, i);
1120 sep = ",";
1121 if (retlen + strlen(buf) >= retsize) {
1122 retsize = retlen + strlen(buf) + 256;
1123 ret = sresize(ret, retsize, char);
1124 }
1125 strcpy(ret + retlen, buf);
1126 retlen += strlen(buf);
1127
6bbab0fe 1128 ui->tiles[i] &= ~TILE_SELECTED;
1129 }
1130 }
1131 ui->nselected = 0;
df11cd4e 1132
1133 assert(retlen < retsize);
1134 ret[retlen++] = '\0';
1135 return sresize(ret, retlen, char);
6bbab0fe 1136}
1137
1138static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
1139{
1140 int ns = 1, nadded, x, y, c;
1141
1142 TILE(ui,tx,ty) |= TILE_SELECTED;
6bbab0fe 1143 do {
1144 nadded = 0;
1145
1146 for (x = 0; x < state->params.w; x++) {
1147 for (y = 0; y < state->params.h; y++) {
1148 if (x == tx && y == ty) continue;
1149 if (ISSEL(ui,x,y)) continue;
1150
1151 c = COL(state,x,y);
1152 if ((x > 0) &&
1153 ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) {
1154 TILE(ui,x,y) |= TILE_SELECTED;
1155 nadded++;
1156 continue;
1157 }
1158
1159 if ((x+1 < state->params.w) &&
1160 ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) {
1161 TILE(ui,x,y) |= TILE_SELECTED;
1162 nadded++;
1163 continue;
1164 }
1165
1166 if ((y > 0) &&
1167 ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) {
1168 TILE(ui,x,y) |= TILE_SELECTED;
1169 nadded++;
1170 continue;
1171 }
1172
1173 if ((y+1 < state->params.h) &&
1174 ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) {
1175 TILE(ui,x,y) |= TILE_SELECTED;
1176 nadded++;
1177 continue;
1178 }
1179 }
1180 }
1181 ns += nadded;
6bbab0fe 1182 } while (nadded > 0);
1183
1184 if (ns > 1) {
1185 ui->nselected = ns;
1186 } else {
1187 sel_clear(ui, state);
1188 }
1189}
1190
1191static int sg_emptycol(game_state *ret, int x)
1192{
1193 int y;
1194 for (y = 0; y < ret->params.h; y++) {
1195 if (COL(ret,x,y)) return 0;
1196 }
1197 return 1;
1198}
1199
1200
1201static void sg_snuggle(game_state *ret)
1202{
1203 int x,y, ndone;
1204
1205 /* make all unsupported tiles fall down. */
1206 do {
1207 ndone = 0;
1208 for (x = 0; x < ret->params.w; x++) {
1209 for (y = ret->params.h-1; y > 0; y--) {
1210 if (COL(ret,x,y) != 0) continue;
1211 if (COL(ret,x,y-1) != 0) {
1212 SWAPTILE(ret,x,y,x,y-1);
1213 ndone++;
1214 }
1215 }
1216 }
1217 } while (ndone);
1218
1219 /* shuffle all columns as far left as they can go. */
1220 do {
1221 ndone = 0;
1222 for (x = 0; x < ret->params.w-1; x++) {
1223 if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
6bbab0fe 1224 ndone++;
1225 for (y = 0; y < ret->params.h; y++) {
1226 SWAPTILE(ret,x,y,x+1,y);
1227 }
1228 }
1229 }
1230 } while (ndone);
1231}
1232
1233static void sg_check(game_state *ret)
1234{
1235 int x,y, complete = 1, impossible = 1;
1236
1237 for (x = 0; x < ret->params.w; x++) {
1238 for (y = 0; y < ret->params.h; y++) {
1239 if (COL(ret,x,y) == 0)
1240 continue;
1241 complete = 0;
1242 if (x+1 < ret->params.w) {
1243 if (COL(ret,x,y) == COL(ret,x+1,y))
1244 impossible = 0;
1245 }
1246 if (y+1 < ret->params.h) {
1247 if (COL(ret,x,y) == COL(ret,x,y+1))
1248 impossible = 0;
1249 }
1250 }
1251 }
1252 ret->complete = complete;
1253 ret->impossible = impossible;
1254}
1255
1256struct game_drawstate {
1257 int started, bgcolour;
1258 int tileinner, tilegap;
1259 int *tiles; /* contains colour and SELECTED. */
1260};
1261
df11cd4e 1262static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1263 int x, int y, int button)
6bbab0fe 1264{
1265 int tx, ty;
df11cd4e 1266 char *ret = "";
6bbab0fe 1267
f1359c5e 1268 ui->displaysel = 0;
1269
1270 if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
1271 tx = FROMCOORD(x); ty= FROMCOORD(y);
1272 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
1273 button == CURSOR_LEFT || button == CURSOR_RIGHT) {
1274 int dx = 0, dy = 0;
1275 ui->displaysel = 1;
1276 dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
1277 dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
df11cd4e 1278 ui->xsel = (ui->xsel + state->params.w + dx) % state->params.w;
1279 ui->ysel = (ui->ysel + state->params.h + dy) % state->params.h;
f1359c5e 1280 return ret;
1281 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
1282 button == '\n') {
1283 ui->displaysel = 1;
1284 tx = ui->xsel;
1285 ty = ui->ysel;
f1359c5e 1286 } else
6bbab0fe 1287 return NULL;
1288
df11cd4e 1289 if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h)
6bbab0fe 1290 return NULL;
df11cd4e 1291 if (COL(state, tx, ty) == 0) return NULL;
6bbab0fe 1292
1293 if (ISSEL(ui,tx,ty)) {
1294 if (button == RIGHT_BUTTON)
df11cd4e 1295 sel_clear(ui, state);
faff1e07 1296 else
df11cd4e 1297 ret = sel_movedesc(ui, state);
6bbab0fe 1298 } else {
df11cd4e 1299 sel_clear(ui, state); /* might be no-op */
1300 sel_expand(ui, state, tx, ty);
6bbab0fe 1301 }
1302
1303 return ret;
1304}
1305
df11cd4e 1306static game_state *execute_move(game_state *from, char *move)
1307{
1308 int i, n;
1309 game_state *ret;
1310
1311 if (move[0] == 'M') {
1312 ret = dup_game(from);
1313
1314 n = 0;
1315 move++;
1316
1317 while (*move) {
1318 i = atoi(move);
1319 if (i < 0 || i >= ret->n) {
1320 free_game(ret);
1321 return NULL;
1322 }
1323 n++;
1324 ret->tiles[i] = 0;
1325
1326 while (*move && isdigit((unsigned char)*move)) move++;
1327 if (*move == ',') move++;
1328 }
1329
1330 ret->score += npoints(&ret->params, n);
1331
1332 sg_snuggle(ret); /* shifts blanks down and to the left */
1333 sg_check(ret); /* checks for completeness or impossibility */
1334
1335 return ret;
1336 } else
1337 return NULL; /* couldn't parse move string */
1338}
1339
6bbab0fe 1340/* ----------------------------------------------------------------------
1341 * Drawing routines.
1342 */
1343
1f3ee4ee 1344static void game_set_size(game_drawstate *ds, game_params *params,
1345 int tilesize)
1346{
6bbab0fe 1347 ds->tilegap = 2;
1f3ee4ee 1348 ds->tileinner = tilesize - ds->tilegap;
1349}
6bbab0fe 1350
1f3ee4ee 1351static void game_compute_size(game_params *params, int tilesize,
1352 int *x, int *y)
1353{
1354 /* Ick: fake up tile size variables for macro expansion purposes */
1355 game_drawstate ads, *ds = &ads;
1356 game_set_size(ds, params, tilesize);
6bbab0fe 1357
1358 *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
1359 *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
1360}
1361
1362static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1363{
1364 float *ret = snewn(3 * NCOLOURS, float);
1365
1366 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1367
1368 ret[COL_1 * 3 + 0] = 0.0F;
1369 ret[COL_1 * 3 + 1] = 0.0F;
1370 ret[COL_1 * 3 + 2] = 1.0F;
1371
1372 ret[COL_2 * 3 + 0] = 0.0F;
1373 ret[COL_2 * 3 + 1] = 0.5F;
1374 ret[COL_2 * 3 + 2] = 0.0F;
1375
1376 ret[COL_3 * 3 + 0] = 1.0F;
1377 ret[COL_3 * 3 + 1] = 0.0F;
1378 ret[COL_3 * 3 + 2] = 0.0F;
1379
367cfc41 1380 ret[COL_4 * 3 + 0] = 1.0F;
1381 ret[COL_4 * 3 + 1] = 1.0F;
1382 ret[COL_4 * 3 + 2] = 0.0F;
6bbab0fe 1383
367cfc41 1384 ret[COL_5 * 3 + 0] = 1.0F;
1385 ret[COL_5 * 3 + 1] = 0.0F;
1386 ret[COL_5 * 3 + 2] = 1.0F;
6bbab0fe 1387
367cfc41 1388 ret[COL_6 * 3 + 0] = 0.0F;
1389 ret[COL_6 * 3 + 1] = 1.0F;
1390 ret[COL_6 * 3 + 2] = 1.0F;
6bbab0fe 1391
367cfc41 1392 ret[COL_7 * 3 + 0] = 0.5F;
1393 ret[COL_7 * 3 + 1] = 0.5F;
1394 ret[COL_7 * 3 + 2] = 1.0F;
6bbab0fe 1395
367cfc41 1396 ret[COL_8 * 3 + 0] = 0.5F;
1397 ret[COL_8 * 3 + 1] = 1.0F;
1398 ret[COL_8 * 3 + 2] = 0.5F;
6bbab0fe 1399
367cfc41 1400 ret[COL_9 * 3 + 0] = 1.0F;
1401 ret[COL_9 * 3 + 1] = 0.5F;
1402 ret[COL_9 * 3 + 2] = 0.5F;
6bbab0fe 1403
1404 ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
1405 ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
1406 ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F;
1407
1408 ret[COL_SEL * 3 + 0] = 1.0F;
1409 ret[COL_SEL * 3 + 1] = 1.0F;
1410 ret[COL_SEL * 3 + 2] = 1.0F;
1411
1412 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
1413 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
1414 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
1415
1416 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
1417 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
1418 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
1419
1420 *ncolours = NCOLOURS;
1421 return ret;
1422}
1423
1424static game_drawstate *game_new_drawstate(game_state *state)
1425{
1426 struct game_drawstate *ds = snew(struct game_drawstate);
1427 int i;
1428
1429 ds->started = 0;
1430 ds->tileinner = ds->tilegap = 0; /* not decided yet */
1431 ds->tiles = snewn(state->n, int);
1432 for (i = 0; i < state->n; i++)
1433 ds->tiles[i] = -1;
1434
1435 return ds;
1436}
1437
1438static void game_free_drawstate(game_drawstate *ds)
1439{
1440 sfree(ds->tiles);
1441 sfree(ds);
1442}
1443
1444/* Drawing routing for the tile at (x,y) is responsible for drawing
1445 * itself and the gaps to its right and below. If we're the same colour
1446 * as the tile to our right, then we fill in the gap; ditto below, and if
1447 * both then we fill the teeny tiny square in the corner as well.
1448 */
1449
1450static void tile_redraw(frontend *fe, game_drawstate *ds,
1451 int x, int y, int dright, int dbelow,
d951510d 1452 int tile, int bgcolour)
6bbab0fe 1453{
1454 int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
1455
1456 if (col) {
d951510d 1457 if (tile & TILE_IMPOSSIBLE) {
6bbab0fe 1458 outer = col;
1459 inner = COL_IMPOSSIBLE;
1460 } else if (tile & TILE_SELECTED) {
1461 outer = COL_SEL;
1462 inner = col;
1463 } else {
1464 outer = inner = col;
1465 }
1466 }
1467 draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
1468 draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
1469 TILE_INNER/2, TILE_INNER/2, inner);
1470
1471 if (dright)
1472 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
1473 (tile & TILE_JOINRIGHT) ? outer : bgcolour);
1474 if (dbelow)
1475 draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
1476 (tile & TILE_JOINDOWN) ? outer : bgcolour);
1477 if (dright && dbelow)
1478 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
1479 (tile & TILE_JOINDIAG) ? outer : bgcolour);
1480
f1359c5e 1481 if (tile & TILE_HASSEL) {
1482 int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
1483 int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
1484 draw_line(fe, sx, sy, sx+ssz, sy, scol);
1485 draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol);
1486 draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol);
1487 draw_line(fe, sx, sy+ssz, sx, sy, scol);
1488 }
1489
6bbab0fe 1490 draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
1491}
1492
1493static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1494 game_state *state, int dir, game_ui *ui,
1495 float animtime, float flashtime)
1496{
1497 int bgcolour, x, y;
1498
6bbab0fe 1499 /* This was entirely cloned from fifteen.c; it should probably be
1500 * moved into some generic 'draw-recessed-rectangle' utility fn. */
1501 if (!ds->started) {
1502 int coords[10];
1503
1504 draw_rect(fe, 0, 0,
1505 TILE_SIZE * state->params.w + 2 * BORDER,
1506 TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
1507 draw_update(fe, 0, 0,
1508 TILE_SIZE * state->params.w + 2 * BORDER,
1509 TILE_SIZE * state->params.h + 2 * BORDER);
1510
1511 /*
1512 * Recessed area containing the whole puzzle.
1513 */
1514 coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1515 coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1516 coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1517 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
1518 coords[4] = coords[2] - TILE_SIZE;
1519 coords[5] = coords[3] + TILE_SIZE;
1520 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
1521 coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1522 coords[6] = coords[8] + TILE_SIZE;
1523 coords[7] = coords[9] - TILE_SIZE;
28b5987d 1524 draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
6bbab0fe 1525
1526 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
1527 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
28b5987d 1528 draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
6bbab0fe 1529
1530 ds->started = 1;
1531 }
1532
1533 if (flashtime > 0.0) {
1534 int frame = (int)(flashtime / FLASH_FRAME);
1535 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
1536 } else
1537 bgcolour = COL_BACKGROUND;
1538
1539 for (x = 0; x < state->params.w; x++) {
1540 for (y = 0; y < state->params.h; y++) {
1541 int i = (state->params.w * y) + x;
1542 int col = COL(state,x,y), tile = col;
1543 int dright = (x+1 < state->params.w);
1544 int dbelow = (y+1 < state->params.h);
1545
1546 tile |= ISSEL(ui,x,y);
d951510d 1547 if (state->impossible)
1548 tile |= TILE_IMPOSSIBLE;
6bbab0fe 1549 if (dright && COL(state,x+1,y) == col)
1550 tile |= TILE_JOINRIGHT;
1551 if (dbelow && COL(state,x,y+1) == col)
1552 tile |= TILE_JOINDOWN;
1553 if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
1554 COL(state,x+1,y+1) == col)
1555 tile |= TILE_JOINDIAG;
1556
f1359c5e 1557 if (ui->displaysel && ui->xsel == x && ui->ysel == y)
1558 tile |= TILE_HASSEL;
1559
6bbab0fe 1560 /* For now we're never expecting oldstate at all (because we have
1561 * no animation); when we do we might well want to be looking
1562 * at the tile colours from oldstate, not state. */
1563 if ((oldstate && COL(oldstate,x,y) != col) ||
1564 (flashtime > 0.0) ||
1565 (ds->bgcolour != bgcolour) ||
1566 (tile != ds->tiles[i])) {
d951510d 1567 tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);
6bbab0fe 1568 ds->tiles[i] = tile;
1569 }
1570 }
1571 }
1572 ds->bgcolour = bgcolour;
1573
1574 {
1575 char status[255], score[80];
1576
1577 sprintf(score, "Score: %d", state->score);
1578
1579 if (state->complete)
1580 sprintf(status, "COMPLETE! %s", score);
1581 else if (state->impossible)
1582 sprintf(status, "Cannot move! %s", score);
1583 else if (ui->nselected)
1584 sprintf(status, "%s Selected: %d (%d)",
1585 score, ui->nselected, npoints(&state->params, ui->nselected));
1586 else
1587 sprintf(status, "%s", score);
1588 status_bar(fe, status);
1589 }
1590}
1591
1592static float game_anim_length(game_state *oldstate, game_state *newstate,
1593 int dir, game_ui *ui)
1594{
1595 return 0.0F;
1596}
1597
1598static float game_flash_length(game_state *oldstate, game_state *newstate,
1599 int dir, game_ui *ui)
1600{
1601 if ((!oldstate->complete && newstate->complete) ||
1602 (!oldstate->impossible && newstate->impossible))
1603 return 2 * FLASH_FRAME;
1604 else
1605 return 0.0F;
1606}
1607
1608static int game_wants_statusbar(void)
1609{
1610 return TRUE;
1611}
1612
4d08de49 1613static int game_timing_state(game_state *state, game_ui *ui)
6bbab0fe 1614{
1615 return TRUE;
1616}
1617
1618#ifdef COMBINED
1619#define thegame samegame
1620#endif
1621
1622const struct game thegame = {
f3cc3e50 1623 "Same Game", "games.samegame",
6bbab0fe 1624 default_params,
1625 game_fetch_preset,
1626 decode_params,
1627 encode_params,
1628 free_params,
1629 dup_params,
1630 TRUE, game_configure, custom_params,
1631 validate_params,
1632 new_game_desc,
6bbab0fe 1633 validate_desc,
1634 new_game,
1635 dup_game,
1636 free_game,
1637 FALSE, solve_game,
1638 TRUE, game_text_format,
1639 new_ui,
1640 free_ui,
ae8290c6 1641 encode_ui,
1642 decode_ui,
6bbab0fe 1643 game_changed_state,
df11cd4e 1644 interpret_move,
1645 execute_move,
1f3ee4ee 1646 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
6bbab0fe 1647 game_colours,
1648 game_new_drawstate,
1649 game_free_drawstate,
1650 game_redraw,
1651 game_anim_length,
1652 game_flash_length,
1653 game_wants_statusbar,
1654 FALSE, game_timing_state,
1655 0, /* mouse_priorities */
1656};