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 | |
31 | enum { |
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) */ |
39 | struct 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). */ |
46 | #define TILE_COLMASK 0x0ff |
47 | #define TILE_SELECTED 0x100 /* used in ui and drawstate */ |
48 | #define TILE_JOINRIGHT 0x200 /* used in drawstate */ |
49 | #define TILE_JOINDOWN 0x400 /* used in drawstate */ |
50 | #define TILE_JOINDIAG 0x800 /* used in drawstate */ |
51 | |
52 | #define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)]) |
53 | #define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK) |
54 | #define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED) |
55 | |
56 | #define SWAPTILE(gs,x1,y1,x2,y2) do { \ |
57 | int t = TILE(gs,x1,y1); \ |
58 | TILE(gs,x1,y1) = TILE(gs,x2,y2); \ |
59 | TILE(gs,x2,y2) = t; \ |
60 | } while (0) |
61 | |
62 | static int npoints(game_params *params, int nsel) |
63 | { |
64 | int sdiff = nsel - params->scoresub; |
65 | return (sdiff > 0) ? sdiff * sdiff : 0; |
66 | } |
67 | |
68 | struct game_state { |
69 | struct game_params params; |
70 | int n; |
71 | int *tiles; /* colour only */ |
72 | int score; |
73 | int complete, impossible; |
74 | }; |
75 | |
76 | static game_params *default_params(void) |
77 | { |
78 | game_params *ret = snew(game_params); |
79 | ret->w = 5; |
80 | ret->h = 5; |
81 | ret->ncols = 3; |
82 | ret->scoresub = 2; |
83 | return ret; |
84 | } |
85 | |
86 | static const struct game_params samegame_presets[] = { |
87 | { 5, 5, 3, 2 }, |
88 | { 10, 5, 3, 2 }, |
89 | { 15, 10, 3, 2 }, |
90 | { 15, 10, 4, 2 }, |
91 | { 20, 15, 4, 2 } |
92 | }; |
93 | |
94 | static int game_fetch_preset(int i, char **name, game_params **params) |
95 | { |
96 | game_params *ret; |
97 | char str[80]; |
98 | |
99 | if (i < 0 || i >= lenof(samegame_presets)) |
100 | return FALSE; |
101 | |
102 | ret = snew(game_params); |
103 | *ret = samegame_presets[i]; |
104 | |
105 | sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols); |
106 | |
107 | *name = dupstr(str); |
108 | *params = ret; |
109 | return TRUE; |
110 | } |
111 | |
112 | static void free_params(game_params *params) |
113 | { |
114 | sfree(params); |
115 | } |
116 | |
117 | static game_params *dup_params(game_params *params) |
118 | { |
119 | game_params *ret = snew(game_params); |
120 | *ret = *params; /* structure copy */ |
121 | return ret; |
122 | } |
123 | |
124 | static void decode_params(game_params *params, char const *string) |
125 | { |
126 | char const *p = string; |
127 | |
128 | params->w = atoi(p); |
129 | while (*p && isdigit((unsigned char)*p)) p++; |
130 | if (*p == 'x') { |
131 | p++; |
132 | params->h = atoi(p); |
133 | while (*p && isdigit((unsigned char)*p)) p++; |
134 | } else { |
135 | params->h = params->w; |
136 | } |
137 | if (*p++ == 'c') { |
138 | params->ncols = atoi(p); |
139 | while (*p && isdigit((unsigned char)*p)) p++; |
140 | } else { |
141 | params->ncols = 3; |
142 | } |
143 | if (*p++ == 's') { |
144 | params->scoresub = atoi(p); |
145 | while (*p && isdigit((unsigned char)*p)) p++; |
146 | } else { |
147 | params->scoresub = 2; |
148 | } |
149 | } |
150 | |
151 | static char *encode_params(game_params *params, int full) |
152 | { |
153 | char ret[80]; |
154 | |
155 | sprintf(ret, "%dx%dc%ds%d", |
156 | params->w, params->h, params->ncols, params->scoresub); |
157 | return dupstr(ret); |
158 | } |
159 | |
160 | static config_item *game_configure(game_params *params) |
161 | { |
162 | config_item *ret; |
163 | char buf[80]; |
164 | |
165 | ret = snewn(5, config_item); |
166 | |
167 | ret[0].name = "Width"; |
168 | ret[0].type = C_STRING; |
169 | sprintf(buf, "%d", params->w); |
170 | ret[0].sval = dupstr(buf); |
171 | ret[0].ival = 0; |
172 | |
173 | ret[1].name = "Height"; |
174 | ret[1].type = C_STRING; |
175 | sprintf(buf, "%d", params->h); |
176 | ret[1].sval = dupstr(buf); |
177 | ret[1].ival = 0; |
178 | |
179 | ret[2].name = "No. of colours"; |
180 | ret[2].type = C_STRING; |
181 | sprintf(buf, "%d", params->ncols); |
182 | ret[2].sval = dupstr(buf); |
183 | ret[2].ival = 0; |
184 | |
185 | ret[3].name = "Scoring system"; |
186 | ret[3].type = C_CHOICES; |
187 | ret[3].sval = ":(n-1)^2:(n-2)^2"; |
188 | ret[3].ival = params->scoresub-1; |
189 | |
190 | ret[4].name = NULL; |
191 | ret[4].type = C_END; |
192 | ret[4].sval = NULL; |
193 | ret[4].ival = 0; |
194 | |
195 | return ret; |
196 | } |
197 | |
198 | static game_params *custom_params(config_item *cfg) |
199 | { |
200 | game_params *ret = snew(game_params); |
201 | |
202 | ret->w = atoi(cfg[0].sval); |
203 | ret->h = atoi(cfg[1].sval); |
204 | ret->ncols = atoi(cfg[2].sval); |
205 | ret->scoresub = cfg[3].ival + 1; |
206 | |
207 | return ret; |
208 | } |
209 | |
210 | static char *validate_params(game_params *params) |
211 | { |
212 | if (params->w < 1 || params->h < 1) |
213 | return "Width and height must both be positive"; |
214 | if (params->ncols < 2) |
215 | return "It's too easy with only one colour..."; |
216 | if (params->ncols > 9) |
217 | return "Maximum of 9 colours"; |
218 | |
219 | /* ...and we must make sure we can generate at least 2 squares |
220 | * of each colour so it's theoretically soluble. */ |
221 | if ((params->w * params->h) < (params->ncols * 2)) |
222 | return "Too many colours makes given grid size impossible"; |
223 | |
224 | if ((params->scoresub < 1) || (params->scoresub > 2)) |
225 | return "Scoring system not recognised"; |
226 | |
227 | return NULL; |
228 | } |
229 | |
230 | /* Currently this is a very very dumb game-generation engine; it |
231 | * just picks randomly from the tile space. I had a look at a few |
232 | * other same game implementations, and none of them attempt to do |
233 | * anything to try and make sure the grid started off with a nice |
234 | * set of large blocks. |
235 | * |
236 | * It does at least make sure that there are >= 2 of each colour |
237 | * present at the start. |
238 | */ |
239 | |
240 | static char *new_game_desc(game_params *params, random_state *rs, |
241 | game_aux_info **aux, int interactive) |
242 | { |
243 | char *ret; |
244 | int n, i, j, c, retlen, *tiles; |
245 | |
246 | debug(("new_game_desc: %dx%d, %d colours", |
247 | params->w, params->h, params->ncols)); |
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 | |
285 | static void game_free_aux_info(game_aux_info *aux) |
286 | { |
287 | assert(!"Shouldn't happen"); |
288 | } |
289 | |
290 | static 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 | |
317 | static 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 | |
340 | static 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 | |
352 | static void free_game(game_state *state) |
353 | { |
354 | sfree(state->tiles); |
355 | sfree(state); |
356 | } |
357 | |
358 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
359 | char **error) |
360 | { |
361 | return NULL; |
362 | } |
363 | |
364 | static 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 | |
387 | struct game_ui { |
388 | struct game_params params; |
389 | int *tiles; /* selected-ness only */ |
390 | int nselected; |
391 | }; |
392 | |
393 | static game_ui *new_ui(game_state *state) |
394 | { |
395 | game_ui *ui = snew(game_ui); |
396 | |
397 | ui->params = state->params; /* structure copy */ |
398 | ui->tiles = snewn(state->n, int); |
399 | memset(ui->tiles, 0, state->n*sizeof(int)); |
400 | ui->nselected = 0; |
401 | |
402 | return ui; |
403 | } |
404 | |
405 | static void free_ui(game_ui *ui) |
406 | { |
407 | sfree(ui->tiles); |
408 | sfree(ui); |
409 | } |
410 | |
411 | static void sel_clear(game_ui *ui, game_state *state) |
412 | { |
413 | int i; |
414 | |
415 | for (i = 0; i < state->n; i++) |
416 | ui->tiles[i] &= ~TILE_SELECTED; |
417 | ui->nselected = 0; |
418 | debug(("sel_clear")); |
419 | } |
420 | |
421 | |
422 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
423 | game_state *newstate) |
424 | { |
425 | sel_clear(ui, newstate); |
426 | } |
427 | |
428 | static void sel_remove(game_ui *ui, game_state *state) |
429 | { |
430 | int i, nremoved = 0; |
431 | |
432 | state->score += npoints(&state->params, ui->nselected); |
433 | |
434 | for (i = 0; i < state->n; i++) { |
435 | if (ui->tiles[i] & TILE_SELECTED) { |
436 | nremoved++; |
437 | state->tiles[i] = 0; |
438 | ui->tiles[i] &= ~TILE_SELECTED; |
439 | } |
440 | } |
441 | ui->nselected = 0; |
442 | debug(("sel_remove: removed %d selected tiles", nremoved)); |
443 | } |
444 | |
445 | static void sel_expand(game_ui *ui, game_state *state, int tx, int ty) |
446 | { |
447 | int ns = 1, nadded, x, y, c; |
448 | |
449 | TILE(ui,tx,ty) |= TILE_SELECTED; |
450 | debug(("sel_expand, selected initial tile")); |
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; |
490 | debug(("sel_expand, new pass, selected %d more tiles", nadded)); |
491 | } while (nadded > 0); |
492 | |
493 | if (ns > 1) { |
494 | ui->nselected = ns; |
495 | } else { |
496 | sel_clear(ui, state); |
497 | } |
498 | } |
499 | |
500 | static int sg_emptycol(game_state *ret, int x) |
501 | { |
502 | int y; |
503 | for (y = 0; y < ret->params.h; y++) { |
504 | if (COL(ret,x,y)) return 0; |
505 | } |
506 | return 1; |
507 | } |
508 | |
509 | |
510 | static void sg_snuggle(game_state *ret) |
511 | { |
512 | int x,y, ndone; |
513 | |
514 | /* make all unsupported tiles fall down. */ |
515 | do { |
516 | ndone = 0; |
517 | for (x = 0; x < ret->params.w; x++) { |
518 | for (y = ret->params.h-1; y > 0; y--) { |
519 | if (COL(ret,x,y) != 0) continue; |
520 | if (COL(ret,x,y-1) != 0) { |
521 | SWAPTILE(ret,x,y,x,y-1); |
522 | ndone++; |
523 | } |
524 | } |
525 | } |
526 | } while (ndone); |
527 | |
528 | /* shuffle all columns as far left as they can go. */ |
529 | do { |
530 | ndone = 0; |
531 | for (x = 0; x < ret->params.w-1; x++) { |
532 | if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) { |
533 | debug(("column %d is empty, shuffling from %d", x, x+1)); |
534 | ndone++; |
535 | for (y = 0; y < ret->params.h; y++) { |
536 | SWAPTILE(ret,x,y,x+1,y); |
537 | } |
538 | } |
539 | } |
540 | } while (ndone); |
541 | } |
542 | |
543 | static void sg_check(game_state *ret) |
544 | { |
545 | int x,y, complete = 1, impossible = 1; |
546 | |
547 | for (x = 0; x < ret->params.w; x++) { |
548 | for (y = 0; y < ret->params.h; y++) { |
549 | if (COL(ret,x,y) == 0) |
550 | continue; |
551 | complete = 0; |
552 | if (x+1 < ret->params.w) { |
553 | if (COL(ret,x,y) == COL(ret,x+1,y)) |
554 | impossible = 0; |
555 | } |
556 | if (y+1 < ret->params.h) { |
557 | if (COL(ret,x,y) == COL(ret,x,y+1)) |
558 | impossible = 0; |
559 | } |
560 | } |
561 | } |
562 | ret->complete = complete; |
563 | ret->impossible = impossible; |
564 | } |
565 | |
566 | struct game_drawstate { |
567 | int started, bgcolour; |
568 | int tileinner, tilegap; |
569 | int *tiles; /* contains colour and SELECTED. */ |
570 | }; |
571 | |
572 | static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, |
573 | int x, int y, int button) |
574 | { |
575 | int tx, ty; |
576 | game_state *ret = from; |
577 | |
578 | if (button != RIGHT_BUTTON && button != LEFT_BUTTON) |
579 | return NULL; |
580 | |
581 | tx = FROMCOORD(x); ty= FROMCOORD(y); |
582 | if (tx < 0 || tx >= from->params.w || ty < 0 || ty >= from->params.h) |
583 | return NULL; |
584 | if (COL(from, tx, ty) == 0) return NULL; |
585 | |
586 | if (ISSEL(ui,tx,ty)) { |
587 | if (button == RIGHT_BUTTON) |
588 | sel_clear(ui, from); |
589 | else { |
590 | /* this is the actual move. */ |
591 | ret = dup_game(from); |
592 | sel_remove(ui, ret); |
593 | sg_snuggle(ret); /* shifts blanks down and to the left */ |
594 | sg_check(ret); /* checks for completeness or impossibility */ |
595 | } |
596 | } else { |
597 | sel_clear(ui, from); /* might be no-op */ |
598 | sel_expand(ui, from, tx, ty); |
599 | } |
600 | |
601 | return ret; |
602 | } |
603 | |
604 | /* ---------------------------------------------------------------------- |
605 | * Drawing routines. |
606 | */ |
607 | |
608 | static void game_size(game_params *params, game_drawstate *ds, int *x, int *y, |
609 | int expand) |
610 | { |
611 | int tsx, tsy, ts; |
612 | |
613 | /* |
614 | * We could choose the tile gap dynamically as well if we |
615 | * wanted to; for example, at low tile sizes it might be |
616 | * sensible to leave it out completely. However, for the moment |
617 | * and for the sake of simplicity I'm just going to fix it at |
618 | * 2. |
619 | */ |
620 | ds->tilegap = 2; |
621 | |
622 | /* |
623 | * Each window dimension equals the tile size (inner plus gap) |
624 | * times the grid dimension, plus another tile size (border is |
625 | * half the width of a tile), minus one tile gap. |
626 | * |
627 | * We must cast to unsigned before adding to *x and *y, since |
628 | * they might be INT_MAX! |
629 | */ |
630 | tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1); |
631 | tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1); |
632 | |
633 | ts = min(tsx, tsy); |
634 | if (expand) |
635 | ds->tileinner = ts - ds->tilegap; |
636 | else |
637 | ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - ds->tilegap; |
638 | |
639 | *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP; |
640 | *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP; |
641 | } |
642 | |
643 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
644 | { |
645 | float *ret = snewn(3 * NCOLOURS, float); |
646 | |
647 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
648 | |
649 | ret[COL_1 * 3 + 0] = 0.0F; |
650 | ret[COL_1 * 3 + 1] = 0.0F; |
651 | ret[COL_1 * 3 + 2] = 1.0F; |
652 | |
653 | ret[COL_2 * 3 + 0] = 0.0F; |
654 | ret[COL_2 * 3 + 1] = 0.5F; |
655 | ret[COL_2 * 3 + 2] = 0.0F; |
656 | |
657 | ret[COL_3 * 3 + 0] = 1.0F; |
658 | ret[COL_3 * 3 + 1] = 0.0F; |
659 | ret[COL_3 * 3 + 2] = 0.0F; |
660 | |
661 | ret[COL_4 * 3 + 0] = 0.5F; |
662 | ret[COL_4 * 3 + 1] = 0.5F; |
663 | ret[COL_4 * 3 + 2] = 1.0F; |
664 | |
665 | ret[COL_5 * 3 + 0] = 0.5F; |
666 | ret[COL_5 * 3 + 1] = 1.0F; |
667 | ret[COL_5 * 3 + 2] = 0.5F; |
668 | |
669 | ret[COL_6 * 3 + 0] = 1.0F; |
670 | ret[COL_6 * 3 + 1] = 0.5F; |
671 | ret[COL_6 * 3 + 2] = 0.5F; |
672 | |
673 | ret[COL_7 * 3 + 0] = 1.0F; |
674 | ret[COL_7 * 3 + 1] = 1.0F; |
675 | ret[COL_7 * 3 + 2] = 0.0F; |
676 | |
677 | ret[COL_8 * 3 + 0] = 1.0F; |
678 | ret[COL_8 * 3 + 1] = 0.0F; |
679 | ret[COL_8 * 3 + 2] = 1.0F; |
680 | |
681 | ret[COL_9 * 3 + 0] = 0.0F; |
682 | ret[COL_9 * 3 + 1] = 1.0F; |
683 | ret[COL_9 * 3 + 2] = 1.0F; |
684 | |
685 | ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F; |
686 | ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F; |
687 | ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F; |
688 | |
689 | ret[COL_SEL * 3 + 0] = 1.0F; |
690 | ret[COL_SEL * 3 + 1] = 1.0F; |
691 | ret[COL_SEL * 3 + 2] = 1.0F; |
692 | |
693 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
694 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
695 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
696 | |
697 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0; |
698 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0; |
699 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0; |
700 | |
701 | *ncolours = NCOLOURS; |
702 | return ret; |
703 | } |
704 | |
705 | static game_drawstate *game_new_drawstate(game_state *state) |
706 | { |
707 | struct game_drawstate *ds = snew(struct game_drawstate); |
708 | int i; |
709 | |
710 | ds->started = 0; |
711 | ds->tileinner = ds->tilegap = 0; /* not decided yet */ |
712 | ds->tiles = snewn(state->n, int); |
713 | for (i = 0; i < state->n; i++) |
714 | ds->tiles[i] = -1; |
715 | |
716 | return ds; |
717 | } |
718 | |
719 | static void game_free_drawstate(game_drawstate *ds) |
720 | { |
721 | sfree(ds->tiles); |
722 | sfree(ds); |
723 | } |
724 | |
725 | /* Drawing routing for the tile at (x,y) is responsible for drawing |
726 | * itself and the gaps to its right and below. If we're the same colour |
727 | * as the tile to our right, then we fill in the gap; ditto below, and if |
728 | * both then we fill the teeny tiny square in the corner as well. |
729 | */ |
730 | |
731 | static void tile_redraw(frontend *fe, game_drawstate *ds, |
732 | int x, int y, int dright, int dbelow, |
733 | int tile, game_state *state, int bgcolour) |
734 | { |
735 | int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK; |
736 | |
737 | if (col) { |
738 | if (state->impossible) { |
739 | outer = col; |
740 | inner = COL_IMPOSSIBLE; |
741 | } else if (tile & TILE_SELECTED) { |
742 | outer = COL_SEL; |
743 | inner = col; |
744 | } else { |
745 | outer = inner = col; |
746 | } |
747 | } |
748 | draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer); |
749 | draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4, |
750 | TILE_INNER/2, TILE_INNER/2, inner); |
751 | |
752 | if (dright) |
753 | draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER, |
754 | (tile & TILE_JOINRIGHT) ? outer : bgcolour); |
755 | if (dbelow) |
756 | draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP, |
757 | (tile & TILE_JOINDOWN) ? outer : bgcolour); |
758 | if (dright && dbelow) |
759 | draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP, |
760 | (tile & TILE_JOINDIAG) ? outer : bgcolour); |
761 | |
762 | draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE); |
763 | } |
764 | |
765 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
766 | game_state *state, int dir, game_ui *ui, |
767 | float animtime, float flashtime) |
768 | { |
769 | int bgcolour, x, y; |
770 | |
771 | debug(("samegame redraw: dir %d, oldstate 0x%lx, animtime %f, flashtime %f", |
772 | dir, oldstate, animtime, flashtime)); |
773 | |
774 | /* This was entirely cloned from fifteen.c; it should probably be |
775 | * moved into some generic 'draw-recessed-rectangle' utility fn. */ |
776 | if (!ds->started) { |
777 | int coords[10]; |
778 | |
779 | draw_rect(fe, 0, 0, |
780 | TILE_SIZE * state->params.w + 2 * BORDER, |
781 | TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND); |
782 | draw_update(fe, 0, 0, |
783 | TILE_SIZE * state->params.w + 2 * BORDER, |
784 | TILE_SIZE * state->params.h + 2 * BORDER); |
785 | |
786 | /* |
787 | * Recessed area containing the whole puzzle. |
788 | */ |
789 | coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; |
790 | coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; |
791 | coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; |
792 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
793 | coords[4] = coords[2] - TILE_SIZE; |
794 | coords[5] = coords[3] + TILE_SIZE; |
795 | coords[8] = COORD(0) - HIGHLIGHT_WIDTH; |
796 | coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; |
797 | coords[6] = coords[8] + TILE_SIZE; |
798 | coords[7] = coords[9] - TILE_SIZE; |
799 | draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT); |
800 | draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT); |
801 | |
802 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
803 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
804 | draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT); |
805 | draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT); |
806 | |
807 | ds->started = 1; |
808 | } |
809 | |
810 | if (flashtime > 0.0) { |
811 | int frame = (int)(flashtime / FLASH_FRAME); |
812 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
813 | } else |
814 | bgcolour = COL_BACKGROUND; |
815 | |
816 | for (x = 0; x < state->params.w; x++) { |
817 | for (y = 0; y < state->params.h; y++) { |
818 | int i = (state->params.w * y) + x; |
819 | int col = COL(state,x,y), tile = col; |
820 | int dright = (x+1 < state->params.w); |
821 | int dbelow = (y+1 < state->params.h); |
822 | |
823 | tile |= ISSEL(ui,x,y); |
824 | if (dright && COL(state,x+1,y) == col) |
825 | tile |= TILE_JOINRIGHT; |
826 | if (dbelow && COL(state,x,y+1) == col) |
827 | tile |= TILE_JOINDOWN; |
828 | if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) && |
829 | COL(state,x+1,y+1) == col) |
830 | tile |= TILE_JOINDIAG; |
831 | |
832 | /* For now we're never expecting oldstate at all (because we have |
833 | * no animation); when we do we might well want to be looking |
834 | * at the tile colours from oldstate, not state. */ |
835 | if ((oldstate && COL(oldstate,x,y) != col) || |
836 | (flashtime > 0.0) || |
837 | (ds->bgcolour != bgcolour) || |
838 | (tile != ds->tiles[i])) { |
839 | tile_redraw(fe, ds, x, y, dright, dbelow, |
840 | tile, state, bgcolour); |
841 | ds->tiles[i] = tile; |
842 | } |
843 | } |
844 | } |
845 | ds->bgcolour = bgcolour; |
846 | |
847 | { |
848 | char status[255], score[80]; |
849 | |
850 | sprintf(score, "Score: %d", state->score); |
851 | |
852 | if (state->complete) |
853 | sprintf(status, "COMPLETE! %s", score); |
854 | else if (state->impossible) |
855 | sprintf(status, "Cannot move! %s", score); |
856 | else if (ui->nselected) |
857 | sprintf(status, "%s Selected: %d (%d)", |
858 | score, ui->nselected, npoints(&state->params, ui->nselected)); |
859 | else |
860 | sprintf(status, "%s", score); |
861 | status_bar(fe, status); |
862 | } |
863 | } |
864 | |
865 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
866 | int dir, game_ui *ui) |
867 | { |
868 | return 0.0F; |
869 | } |
870 | |
871 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
872 | int dir, game_ui *ui) |
873 | { |
874 | if ((!oldstate->complete && newstate->complete) || |
875 | (!oldstate->impossible && newstate->impossible)) |
876 | return 2 * FLASH_FRAME; |
877 | else |
878 | return 0.0F; |
879 | } |
880 | |
881 | static int game_wants_statusbar(void) |
882 | { |
883 | return TRUE; |
884 | } |
885 | |
886 | static int game_timing_state(game_state *state) |
887 | { |
888 | return TRUE; |
889 | } |
890 | |
891 | #ifdef COMBINED |
892 | #define thegame samegame |
893 | #endif |
894 | |
895 | const struct game thegame = { |
896 | "Same Game", NULL, |
897 | default_params, |
898 | game_fetch_preset, |
899 | decode_params, |
900 | encode_params, |
901 | free_params, |
902 | dup_params, |
903 | TRUE, game_configure, custom_params, |
904 | validate_params, |
905 | new_game_desc, |
906 | game_free_aux_info, |
907 | validate_desc, |
908 | new_game, |
909 | dup_game, |
910 | free_game, |
911 | FALSE, solve_game, |
912 | TRUE, game_text_format, |
913 | new_ui, |
914 | free_ui, |
915 | game_changed_state, |
916 | make_move, |
917 | game_size, |
918 | game_colours, |
919 | game_new_drawstate, |
920 | game_free_drawstate, |
921 | game_redraw, |
922 | game_anim_length, |
923 | game_flash_length, |
924 | game_wants_statusbar, |
925 | FALSE, game_timing_state, |
926 | 0, /* mouse_priorities */ |
927 | }; |