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). */ |
f1359c5e |
46 | #define TILE_COLMASK 0x00ff |
47 | #define TILE_SELECTED 0x0100 /* used in ui and drawstate */ |
48 | #define TILE_JOINRIGHT 0x0200 /* used in drawstate */ |
49 | #define TILE_JOINDOWN 0x0400 /* used in drawstate */ |
50 | #define TILE_JOINDIAG 0x0800 /* used in drawstate */ |
51 | #define TILE_HASSEL 0x1000 /* used in drawstate */ |
6bbab0fe |
52 | |
53 | #define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)]) |
54 | #define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK) |
55 | #define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED) |
56 | |
57 | #define SWAPTILE(gs,x1,y1,x2,y2) do { \ |
58 | int t = TILE(gs,x1,y1); \ |
59 | TILE(gs,x1,y1) = TILE(gs,x2,y2); \ |
60 | TILE(gs,x2,y2) = t; \ |
61 | } while (0) |
62 | |
63 | static int npoints(game_params *params, int nsel) |
64 | { |
65 | int sdiff = nsel - params->scoresub; |
66 | return (sdiff > 0) ? sdiff * sdiff : 0; |
67 | } |
68 | |
69 | struct game_state { |
70 | struct game_params params; |
71 | int n; |
72 | int *tiles; /* colour only */ |
73 | int score; |
74 | int complete, impossible; |
75 | }; |
76 | |
77 | static game_params *default_params(void) |
78 | { |
79 | game_params *ret = snew(game_params); |
80 | ret->w = 5; |
81 | ret->h = 5; |
82 | ret->ncols = 3; |
83 | ret->scoresub = 2; |
84 | return ret; |
85 | } |
86 | |
87 | static const struct game_params samegame_presets[] = { |
88 | { 5, 5, 3, 2 }, |
89 | { 10, 5, 3, 2 }, |
90 | { 15, 10, 3, 2 }, |
91 | { 15, 10, 4, 2 }, |
92 | { 20, 15, 4, 2 } |
93 | }; |
94 | |
95 | static int game_fetch_preset(int i, char **name, game_params **params) |
96 | { |
97 | game_params *ret; |
98 | char str[80]; |
99 | |
100 | if (i < 0 || i >= lenof(samegame_presets)) |
101 | return FALSE; |
102 | |
103 | ret = snew(game_params); |
104 | *ret = samegame_presets[i]; |
105 | |
106 | sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols); |
107 | |
108 | *name = dupstr(str); |
109 | *params = ret; |
110 | return TRUE; |
111 | } |
112 | |
113 | static void free_params(game_params *params) |
114 | { |
115 | sfree(params); |
116 | } |
117 | |
118 | static game_params *dup_params(game_params *params) |
119 | { |
120 | game_params *ret = snew(game_params); |
121 | *ret = *params; /* structure copy */ |
122 | return ret; |
123 | } |
124 | |
125 | static void decode_params(game_params *params, char const *string) |
126 | { |
127 | char const *p = string; |
128 | |
129 | params->w = atoi(p); |
130 | while (*p && isdigit((unsigned char)*p)) p++; |
131 | if (*p == 'x') { |
132 | p++; |
133 | params->h = atoi(p); |
134 | while (*p && isdigit((unsigned char)*p)) p++; |
135 | } else { |
136 | params->h = params->w; |
137 | } |
138 | if (*p++ == 'c') { |
139 | params->ncols = atoi(p); |
140 | while (*p && isdigit((unsigned char)*p)) p++; |
141 | } else { |
142 | params->ncols = 3; |
143 | } |
144 | if (*p++ == 's') { |
145 | params->scoresub = atoi(p); |
146 | while (*p && isdigit((unsigned char)*p)) p++; |
147 | } else { |
148 | params->scoresub = 2; |
149 | } |
150 | } |
151 | |
152 | static char *encode_params(game_params *params, int full) |
153 | { |
154 | char ret[80]; |
155 | |
156 | sprintf(ret, "%dx%dc%ds%d", |
157 | params->w, params->h, params->ncols, params->scoresub); |
158 | return dupstr(ret); |
159 | } |
160 | |
161 | static config_item *game_configure(game_params *params) |
162 | { |
163 | config_item *ret; |
164 | char buf[80]; |
165 | |
166 | ret = snewn(5, config_item); |
167 | |
168 | ret[0].name = "Width"; |
169 | ret[0].type = C_STRING; |
170 | sprintf(buf, "%d", params->w); |
171 | ret[0].sval = dupstr(buf); |
172 | ret[0].ival = 0; |
173 | |
174 | ret[1].name = "Height"; |
175 | ret[1].type = C_STRING; |
176 | sprintf(buf, "%d", params->h); |
177 | ret[1].sval = dupstr(buf); |
178 | ret[1].ival = 0; |
179 | |
180 | ret[2].name = "No. of colours"; |
181 | ret[2].type = C_STRING; |
182 | sprintf(buf, "%d", params->ncols); |
183 | ret[2].sval = dupstr(buf); |
184 | ret[2].ival = 0; |
185 | |
186 | ret[3].name = "Scoring system"; |
187 | ret[3].type = C_CHOICES; |
188 | ret[3].sval = ":(n-1)^2:(n-2)^2"; |
189 | ret[3].ival = params->scoresub-1; |
190 | |
191 | ret[4].name = NULL; |
192 | ret[4].type = C_END; |
193 | ret[4].sval = NULL; |
194 | ret[4].ival = 0; |
195 | |
196 | return ret; |
197 | } |
198 | |
199 | static game_params *custom_params(config_item *cfg) |
200 | { |
201 | game_params *ret = snew(game_params); |
202 | |
203 | ret->w = atoi(cfg[0].sval); |
204 | ret->h = atoi(cfg[1].sval); |
205 | ret->ncols = atoi(cfg[2].sval); |
206 | ret->scoresub = cfg[3].ival + 1; |
207 | |
208 | return ret; |
209 | } |
210 | |
211 | static char *validate_params(game_params *params) |
212 | { |
213 | if (params->w < 1 || params->h < 1) |
214 | return "Width and height must both be positive"; |
215 | if (params->ncols < 2) |
216 | return "It's too easy with only one colour..."; |
217 | if (params->ncols > 9) |
218 | return "Maximum of 9 colours"; |
219 | |
220 | /* ...and we must make sure we can generate at least 2 squares |
221 | * of each colour so it's theoretically soluble. */ |
222 | if ((params->w * params->h) < (params->ncols * 2)) |
223 | return "Too many colours makes given grid size impossible"; |
224 | |
225 | if ((params->scoresub < 1) || (params->scoresub > 2)) |
226 | return "Scoring system not recognised"; |
227 | |
228 | return NULL; |
229 | } |
230 | |
231 | /* Currently this is a very very dumb game-generation engine; it |
232 | * just picks randomly from the tile space. I had a look at a few |
233 | * other same game implementations, and none of them attempt to do |
234 | * anything to try and make sure the grid started off with a nice |
235 | * set of large blocks. |
236 | * |
237 | * It does at least make sure that there are >= 2 of each colour |
238 | * present at the start. |
239 | */ |
240 | |
241 | static char *new_game_desc(game_params *params, random_state *rs, |
242 | game_aux_info **aux, int interactive) |
243 | { |
244 | char *ret; |
245 | int n, i, j, c, retlen, *tiles; |
246 | |
247 | debug(("new_game_desc: %dx%d, %d colours", |
248 | params->w, params->h, params->ncols)); |
249 | n = params->w * params->h; |
250 | tiles = snewn(n, int); |
251 | memset(tiles, 0, n*sizeof(int)); |
252 | |
253 | /* randomly place two of each colour */ |
254 | for (c = 0; c < params->ncols; c++) { |
255 | for (j = 0; j < 2; j++) { |
256 | do { |
257 | i = (int)random_upto(rs, n); |
258 | } while (tiles[i] != 0); |
259 | tiles[i] = c+1; |
260 | } |
261 | } |
262 | |
263 | /* fill in the rest randomly */ |
264 | for (i = 0; i < n; i++) { |
265 | if (tiles[i] == 0) |
266 | tiles[i] = (int)random_upto(rs, params->ncols)+1; |
267 | } |
268 | |
269 | ret = NULL; |
270 | retlen = 0; |
271 | for (i = 0; i < n; i++) { |
272 | char buf[80]; |
273 | int k; |
274 | |
275 | k = sprintf(buf, "%d,", tiles[i]); |
276 | ret = sresize(ret, retlen + k + 1, char); |
277 | strcpy(ret + retlen, buf); |
278 | retlen += k; |
279 | } |
280 | ret[retlen-1] = '\0'; /* delete last comma */ |
281 | |
282 | sfree(tiles); |
283 | return ret; |
284 | } |
285 | |
286 | static void game_free_aux_info(game_aux_info *aux) |
287 | { |
288 | assert(!"Shouldn't happen"); |
289 | } |
290 | |
291 | static char *validate_desc(game_params *params, char *desc) |
292 | { |
293 | int area = params->w * params->h, i; |
294 | char *p = desc; |
295 | |
296 | for (i = 0; i < area; i++) { |
297 | char *q = p; |
298 | int n; |
299 | |
300 | if (!isdigit(*p)) |
301 | return "Not enough numbers in string"; |
302 | while (isdigit(*p)) p++; |
303 | |
304 | if (i < area-1 && *p != ',') |
305 | return "Expected comma after number"; |
306 | else if (i == area-1 && *p) |
307 | return "Excess junk at end of string"; |
308 | |
309 | n = atoi(q); |
310 | if (n < 0 || n > params->ncols) |
311 | return "Colour out of range"; |
312 | |
313 | if (*p) p++; /* eat comma */ |
314 | } |
315 | return NULL; |
316 | } |
317 | |
318 | static game_state *new_game(midend_data *me, game_params *params, char *desc) |
319 | { |
320 | game_state *state = snew(game_state); |
321 | char *p = desc; |
322 | int i; |
323 | |
324 | state->params = *params; /* struct copy */ |
325 | state->n = state->params.w * state->params.h; |
326 | state->tiles = snewn(state->n, int); |
327 | |
328 | for (i = 0; i < state->n; i++) { |
329 | assert(*p); |
330 | state->tiles[i] = atoi(p); |
331 | while (*p && *p != ',') |
332 | p++; |
333 | if (*p) p++; /* eat comma */ |
334 | } |
335 | state->complete = state->impossible = 0; |
336 | state->score = 0; |
337 | |
338 | return state; |
339 | } |
340 | |
341 | static game_state *dup_game(game_state *state) |
342 | { |
343 | game_state *ret = snew(game_state); |
344 | |
345 | *ret = *state; /* structure copy, except... */ |
346 | |
347 | ret->tiles = snewn(state->n, int); |
348 | memcpy(ret->tiles, state->tiles, state->n * sizeof(int)); |
349 | |
350 | return ret; |
351 | } |
352 | |
353 | static void free_game(game_state *state) |
354 | { |
355 | sfree(state->tiles); |
356 | sfree(state); |
357 | } |
358 | |
359 | static game_state *solve_game(game_state *state, game_aux_info *aux, |
360 | char **error) |
361 | { |
362 | return NULL; |
363 | } |
364 | |
365 | static char *game_text_format(game_state *state) |
366 | { |
367 | char *ret, *p; |
368 | int x, y, maxlen; |
369 | |
370 | maxlen = state->params.h * (state->params.w + 1); |
371 | ret = snewn(maxlen+1, char); |
372 | p = ret; |
373 | |
374 | for (y = 0; y < state->params.h; y++) { |
375 | for (x = 0; x < state->params.w; x++) { |
376 | int t = TILE(state,x,y); |
377 | if (t <= 0) *p++ = ' '; |
378 | else if (t < 10) *p++ = '0'+t; |
379 | else *p++ = 'a'+(t-10); |
380 | } |
381 | *p++ = '\n'; |
382 | } |
383 | assert(p - ret == maxlen); |
384 | *p = '\0'; |
385 | return ret; |
386 | } |
387 | |
388 | struct game_ui { |
389 | struct game_params params; |
390 | int *tiles; /* selected-ness only */ |
391 | int nselected; |
f1359c5e |
392 | int xsel, ysel, displaysel; |
6bbab0fe |
393 | }; |
394 | |
395 | static game_ui *new_ui(game_state *state) |
396 | { |
397 | game_ui *ui = snew(game_ui); |
398 | |
399 | ui->params = state->params; /* structure copy */ |
400 | ui->tiles = snewn(state->n, int); |
401 | memset(ui->tiles, 0, state->n*sizeof(int)); |
402 | ui->nselected = 0; |
403 | |
f1359c5e |
404 | ui->xsel = ui->ysel = ui->displaysel = 0; |
405 | |
6bbab0fe |
406 | return ui; |
407 | } |
408 | |
409 | static void free_ui(game_ui *ui) |
410 | { |
411 | sfree(ui->tiles); |
412 | sfree(ui); |
413 | } |
414 | |
415 | static void sel_clear(game_ui *ui, game_state *state) |
416 | { |
417 | int i; |
418 | |
419 | for (i = 0; i < state->n; i++) |
420 | ui->tiles[i] &= ~TILE_SELECTED; |
421 | ui->nselected = 0; |
422 | debug(("sel_clear")); |
423 | } |
424 | |
425 | |
426 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
427 | game_state *newstate) |
428 | { |
429 | sel_clear(ui, newstate); |
430 | } |
431 | |
432 | static void sel_remove(game_ui *ui, game_state *state) |
433 | { |
434 | int i, nremoved = 0; |
435 | |
436 | state->score += npoints(&state->params, ui->nselected); |
437 | |
438 | for (i = 0; i < state->n; i++) { |
439 | if (ui->tiles[i] & TILE_SELECTED) { |
440 | nremoved++; |
441 | state->tiles[i] = 0; |
442 | ui->tiles[i] &= ~TILE_SELECTED; |
443 | } |
444 | } |
445 | ui->nselected = 0; |
446 | debug(("sel_remove: removed %d selected tiles", nremoved)); |
447 | } |
448 | |
449 | static void sel_expand(game_ui *ui, game_state *state, int tx, int ty) |
450 | { |
451 | int ns = 1, nadded, x, y, c; |
452 | |
453 | TILE(ui,tx,ty) |= TILE_SELECTED; |
454 | debug(("sel_expand, selected initial tile")); |
455 | do { |
456 | nadded = 0; |
457 | |
458 | for (x = 0; x < state->params.w; x++) { |
459 | for (y = 0; y < state->params.h; y++) { |
460 | if (x == tx && y == ty) continue; |
461 | if (ISSEL(ui,x,y)) continue; |
462 | |
463 | c = COL(state,x,y); |
464 | if ((x > 0) && |
465 | ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) { |
466 | TILE(ui,x,y) |= TILE_SELECTED; |
467 | nadded++; |
468 | continue; |
469 | } |
470 | |
471 | if ((x+1 < state->params.w) && |
472 | ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) { |
473 | TILE(ui,x,y) |= TILE_SELECTED; |
474 | nadded++; |
475 | continue; |
476 | } |
477 | |
478 | if ((y > 0) && |
479 | ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) { |
480 | TILE(ui,x,y) |= TILE_SELECTED; |
481 | nadded++; |
482 | continue; |
483 | } |
484 | |
485 | if ((y+1 < state->params.h) && |
486 | ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) { |
487 | TILE(ui,x,y) |= TILE_SELECTED; |
488 | nadded++; |
489 | continue; |
490 | } |
491 | } |
492 | } |
493 | ns += nadded; |
494 | debug(("sel_expand, new pass, selected %d more tiles", nadded)); |
495 | } while (nadded > 0); |
496 | |
497 | if (ns > 1) { |
498 | ui->nselected = ns; |
499 | } else { |
500 | sel_clear(ui, state); |
501 | } |
502 | } |
503 | |
504 | static int sg_emptycol(game_state *ret, int x) |
505 | { |
506 | int y; |
507 | for (y = 0; y < ret->params.h; y++) { |
508 | if (COL(ret,x,y)) return 0; |
509 | } |
510 | return 1; |
511 | } |
512 | |
513 | |
514 | static void sg_snuggle(game_state *ret) |
515 | { |
516 | int x,y, ndone; |
517 | |
518 | /* make all unsupported tiles fall down. */ |
519 | do { |
520 | ndone = 0; |
521 | for (x = 0; x < ret->params.w; x++) { |
522 | for (y = ret->params.h-1; y > 0; y--) { |
523 | if (COL(ret,x,y) != 0) continue; |
524 | if (COL(ret,x,y-1) != 0) { |
525 | SWAPTILE(ret,x,y,x,y-1); |
526 | ndone++; |
527 | } |
528 | } |
529 | } |
530 | } while (ndone); |
531 | |
532 | /* shuffle all columns as far left as they can go. */ |
533 | do { |
534 | ndone = 0; |
535 | for (x = 0; x < ret->params.w-1; x++) { |
536 | if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) { |
537 | debug(("column %d is empty, shuffling from %d", x, x+1)); |
538 | ndone++; |
539 | for (y = 0; y < ret->params.h; y++) { |
540 | SWAPTILE(ret,x,y,x+1,y); |
541 | } |
542 | } |
543 | } |
544 | } while (ndone); |
545 | } |
546 | |
547 | static void sg_check(game_state *ret) |
548 | { |
549 | int x,y, complete = 1, impossible = 1; |
550 | |
551 | for (x = 0; x < ret->params.w; x++) { |
552 | for (y = 0; y < ret->params.h; y++) { |
553 | if (COL(ret,x,y) == 0) |
554 | continue; |
555 | complete = 0; |
556 | if (x+1 < ret->params.w) { |
557 | if (COL(ret,x,y) == COL(ret,x+1,y)) |
558 | impossible = 0; |
559 | } |
560 | if (y+1 < ret->params.h) { |
561 | if (COL(ret,x,y) == COL(ret,x,y+1)) |
562 | impossible = 0; |
563 | } |
564 | } |
565 | } |
566 | ret->complete = complete; |
567 | ret->impossible = impossible; |
568 | } |
569 | |
570 | struct game_drawstate { |
571 | int started, bgcolour; |
572 | int tileinner, tilegap; |
573 | int *tiles; /* contains colour and SELECTED. */ |
574 | }; |
575 | |
576 | static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, |
577 | int x, int y, int button) |
578 | { |
579 | int tx, ty; |
580 | game_state *ret = from; |
581 | |
f1359c5e |
582 | ui->displaysel = 0; |
583 | |
584 | if (button == RIGHT_BUTTON || button == LEFT_BUTTON) { |
585 | tx = FROMCOORD(x); ty= FROMCOORD(y); |
586 | } else if (button == CURSOR_UP || button == CURSOR_DOWN || |
587 | button == CURSOR_LEFT || button == CURSOR_RIGHT) { |
588 | int dx = 0, dy = 0; |
589 | ui->displaysel = 1; |
590 | dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0); |
591 | dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0); |
592 | ui->xsel = (ui->xsel + from->params.w + dx) % from->params.w; |
593 | ui->ysel = (ui->ysel + from->params.h + dy) % from->params.h; |
594 | debug(("cursor pressed, d=(%d,%d), sel=(%d,%d)",dx,dy,ui->xsel,ui->ysel)); |
595 | return ret; |
596 | } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' || |
597 | button == '\n') { |
598 | ui->displaysel = 1; |
599 | tx = ui->xsel; |
600 | ty = ui->ysel; |
601 | debug(("cursor select, t=(%d,%d)", tx, ty)); |
602 | } else |
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603 | return NULL; |
604 | |
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605 | if (tx < 0 || tx >= from->params.w || ty < 0 || ty >= from->params.h) |
606 | return NULL; |
607 | if (COL(from, tx, ty) == 0) return NULL; |
608 | |
609 | if (ISSEL(ui,tx,ty)) { |
610 | if (button == RIGHT_BUTTON) |
611 | sel_clear(ui, from); |
612 | else { |
613 | /* this is the actual move. */ |
614 | ret = dup_game(from); |
615 | sel_remove(ui, ret); |
616 | sg_snuggle(ret); /* shifts blanks down and to the left */ |
617 | sg_check(ret); /* checks for completeness or impossibility */ |
618 | } |
619 | } else { |
620 | sel_clear(ui, from); /* might be no-op */ |
621 | sel_expand(ui, from, tx, ty); |
622 | } |
f1359c5e |
623 | if (ret->complete || ret->impossible) |
624 | ui->displaysel = 0; |
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625 | |
626 | return ret; |
627 | } |
628 | |
629 | /* ---------------------------------------------------------------------- |
630 | * Drawing routines. |
631 | */ |
632 | |
633 | static void game_size(game_params *params, game_drawstate *ds, int *x, int *y, |
634 | int expand) |
635 | { |
636 | int tsx, tsy, ts; |
637 | |
638 | /* |
639 | * We could choose the tile gap dynamically as well if we |
640 | * wanted to; for example, at low tile sizes it might be |
641 | * sensible to leave it out completely. However, for the moment |
642 | * and for the sake of simplicity I'm just going to fix it at |
643 | * 2. |
644 | */ |
645 | ds->tilegap = 2; |
646 | |
647 | /* |
648 | * Each window dimension equals the tile size (inner plus gap) |
649 | * times the grid dimension, plus another tile size (border is |
650 | * half the width of a tile), minus one tile gap. |
651 | * |
652 | * We must cast to unsigned before adding to *x and *y, since |
653 | * they might be INT_MAX! |
654 | */ |
655 | tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1); |
656 | tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1); |
657 | |
658 | ts = min(tsx, tsy); |
659 | if (expand) |
660 | ds->tileinner = ts - ds->tilegap; |
661 | else |
662 | ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - ds->tilegap; |
663 | |
664 | *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP; |
665 | *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP; |
666 | } |
667 | |
668 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
669 | { |
670 | float *ret = snewn(3 * NCOLOURS, float); |
671 | |
672 | frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); |
673 | |
674 | ret[COL_1 * 3 + 0] = 0.0F; |
675 | ret[COL_1 * 3 + 1] = 0.0F; |
676 | ret[COL_1 * 3 + 2] = 1.0F; |
677 | |
678 | ret[COL_2 * 3 + 0] = 0.0F; |
679 | ret[COL_2 * 3 + 1] = 0.5F; |
680 | ret[COL_2 * 3 + 2] = 0.0F; |
681 | |
682 | ret[COL_3 * 3 + 0] = 1.0F; |
683 | ret[COL_3 * 3 + 1] = 0.0F; |
684 | ret[COL_3 * 3 + 2] = 0.0F; |
685 | |
686 | ret[COL_4 * 3 + 0] = 0.5F; |
687 | ret[COL_4 * 3 + 1] = 0.5F; |
688 | ret[COL_4 * 3 + 2] = 1.0F; |
689 | |
690 | ret[COL_5 * 3 + 0] = 0.5F; |
691 | ret[COL_5 * 3 + 1] = 1.0F; |
692 | ret[COL_5 * 3 + 2] = 0.5F; |
693 | |
694 | ret[COL_6 * 3 + 0] = 1.0F; |
695 | ret[COL_6 * 3 + 1] = 0.5F; |
696 | ret[COL_6 * 3 + 2] = 0.5F; |
697 | |
698 | ret[COL_7 * 3 + 0] = 1.0F; |
699 | ret[COL_7 * 3 + 1] = 1.0F; |
700 | ret[COL_7 * 3 + 2] = 0.0F; |
701 | |
702 | ret[COL_8 * 3 + 0] = 1.0F; |
703 | ret[COL_8 * 3 + 1] = 0.0F; |
704 | ret[COL_8 * 3 + 2] = 1.0F; |
705 | |
706 | ret[COL_9 * 3 + 0] = 0.0F; |
707 | ret[COL_9 * 3 + 1] = 1.0F; |
708 | ret[COL_9 * 3 + 2] = 1.0F; |
709 | |
710 | ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F; |
711 | ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F; |
712 | ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F; |
713 | |
714 | ret[COL_SEL * 3 + 0] = 1.0F; |
715 | ret[COL_SEL * 3 + 1] = 1.0F; |
716 | ret[COL_SEL * 3 + 2] = 1.0F; |
717 | |
718 | ret[COL_HIGHLIGHT * 3 + 0] = 1.0F; |
719 | ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; |
720 | ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; |
721 | |
722 | ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0; |
723 | ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0; |
724 | ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0; |
725 | |
726 | *ncolours = NCOLOURS; |
727 | return ret; |
728 | } |
729 | |
730 | static game_drawstate *game_new_drawstate(game_state *state) |
731 | { |
732 | struct game_drawstate *ds = snew(struct game_drawstate); |
733 | int i; |
734 | |
735 | ds->started = 0; |
736 | ds->tileinner = ds->tilegap = 0; /* not decided yet */ |
737 | ds->tiles = snewn(state->n, int); |
738 | for (i = 0; i < state->n; i++) |
739 | ds->tiles[i] = -1; |
740 | |
741 | return ds; |
742 | } |
743 | |
744 | static void game_free_drawstate(game_drawstate *ds) |
745 | { |
746 | sfree(ds->tiles); |
747 | sfree(ds); |
748 | } |
749 | |
750 | /* Drawing routing for the tile at (x,y) is responsible for drawing |
751 | * itself and the gaps to its right and below. If we're the same colour |
752 | * as the tile to our right, then we fill in the gap; ditto below, and if |
753 | * both then we fill the teeny tiny square in the corner as well. |
754 | */ |
755 | |
756 | static void tile_redraw(frontend *fe, game_drawstate *ds, |
757 | int x, int y, int dright, int dbelow, |
758 | int tile, game_state *state, int bgcolour) |
759 | { |
760 | int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK; |
761 | |
762 | if (col) { |
763 | if (state->impossible) { |
764 | outer = col; |
765 | inner = COL_IMPOSSIBLE; |
766 | } else if (tile & TILE_SELECTED) { |
767 | outer = COL_SEL; |
768 | inner = col; |
769 | } else { |
770 | outer = inner = col; |
771 | } |
772 | } |
773 | draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer); |
774 | draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4, |
775 | TILE_INNER/2, TILE_INNER/2, inner); |
776 | |
777 | if (dright) |
778 | draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER, |
779 | (tile & TILE_JOINRIGHT) ? outer : bgcolour); |
780 | if (dbelow) |
781 | draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP, |
782 | (tile & TILE_JOINDOWN) ? outer : bgcolour); |
783 | if (dright && dbelow) |
784 | draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP, |
785 | (tile & TILE_JOINDIAG) ? outer : bgcolour); |
786 | |
f1359c5e |
787 | if (tile & TILE_HASSEL) { |
788 | int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5; |
789 | int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT; |
790 | draw_line(fe, sx, sy, sx+ssz, sy, scol); |
791 | draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol); |
792 | draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol); |
793 | draw_line(fe, sx, sy+ssz, sx, sy, scol); |
794 | } |
795 | |
6bbab0fe |
796 | draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE); |
797 | } |
798 | |
799 | static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, |
800 | game_state *state, int dir, game_ui *ui, |
801 | float animtime, float flashtime) |
802 | { |
803 | int bgcolour, x, y; |
804 | |
805 | debug(("samegame redraw: dir %d, oldstate 0x%lx, animtime %f, flashtime %f", |
806 | dir, oldstate, animtime, flashtime)); |
807 | |
808 | /* This was entirely cloned from fifteen.c; it should probably be |
809 | * moved into some generic 'draw-recessed-rectangle' utility fn. */ |
810 | if (!ds->started) { |
811 | int coords[10]; |
812 | |
813 | draw_rect(fe, 0, 0, |
814 | TILE_SIZE * state->params.w + 2 * BORDER, |
815 | TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND); |
816 | draw_update(fe, 0, 0, |
817 | TILE_SIZE * state->params.w + 2 * BORDER, |
818 | TILE_SIZE * state->params.h + 2 * BORDER); |
819 | |
820 | /* |
821 | * Recessed area containing the whole puzzle. |
822 | */ |
823 | coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; |
824 | coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; |
825 | coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; |
826 | coords[3] = COORD(0) - HIGHLIGHT_WIDTH; |
827 | coords[4] = coords[2] - TILE_SIZE; |
828 | coords[5] = coords[3] + TILE_SIZE; |
829 | coords[8] = COORD(0) - HIGHLIGHT_WIDTH; |
830 | coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; |
831 | coords[6] = coords[8] + TILE_SIZE; |
832 | coords[7] = coords[9] - TILE_SIZE; |
833 | draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT); |
834 | draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT); |
835 | |
836 | coords[1] = COORD(0) - HIGHLIGHT_WIDTH; |
837 | coords[0] = COORD(0) - HIGHLIGHT_WIDTH; |
838 | draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT); |
839 | draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT); |
840 | |
841 | ds->started = 1; |
842 | } |
843 | |
844 | if (flashtime > 0.0) { |
845 | int frame = (int)(flashtime / FLASH_FRAME); |
846 | bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT); |
847 | } else |
848 | bgcolour = COL_BACKGROUND; |
849 | |
850 | for (x = 0; x < state->params.w; x++) { |
851 | for (y = 0; y < state->params.h; y++) { |
852 | int i = (state->params.w * y) + x; |
853 | int col = COL(state,x,y), tile = col; |
854 | int dright = (x+1 < state->params.w); |
855 | int dbelow = (y+1 < state->params.h); |
856 | |
857 | tile |= ISSEL(ui,x,y); |
858 | if (dright && COL(state,x+1,y) == col) |
859 | tile |= TILE_JOINRIGHT; |
860 | if (dbelow && COL(state,x,y+1) == col) |
861 | tile |= TILE_JOINDOWN; |
862 | if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) && |
863 | COL(state,x+1,y+1) == col) |
864 | tile |= TILE_JOINDIAG; |
865 | |
f1359c5e |
866 | if (ui->displaysel && ui->xsel == x && ui->ysel == y) |
867 | tile |= TILE_HASSEL; |
868 | |
6bbab0fe |
869 | /* For now we're never expecting oldstate at all (because we have |
870 | * no animation); when we do we might well want to be looking |
871 | * at the tile colours from oldstate, not state. */ |
872 | if ((oldstate && COL(oldstate,x,y) != col) || |
873 | (flashtime > 0.0) || |
874 | (ds->bgcolour != bgcolour) || |
875 | (tile != ds->tiles[i])) { |
876 | tile_redraw(fe, ds, x, y, dright, dbelow, |
877 | tile, state, bgcolour); |
878 | ds->tiles[i] = tile; |
879 | } |
880 | } |
881 | } |
882 | ds->bgcolour = bgcolour; |
883 | |
884 | { |
885 | char status[255], score[80]; |
886 | |
887 | sprintf(score, "Score: %d", state->score); |
888 | |
889 | if (state->complete) |
890 | sprintf(status, "COMPLETE! %s", score); |
891 | else if (state->impossible) |
892 | sprintf(status, "Cannot move! %s", score); |
893 | else if (ui->nselected) |
894 | sprintf(status, "%s Selected: %d (%d)", |
895 | score, ui->nselected, npoints(&state->params, ui->nselected)); |
896 | else |
897 | sprintf(status, "%s", score); |
898 | status_bar(fe, status); |
899 | } |
900 | } |
901 | |
902 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
903 | int dir, game_ui *ui) |
904 | { |
905 | return 0.0F; |
906 | } |
907 | |
908 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
909 | int dir, game_ui *ui) |
910 | { |
911 | if ((!oldstate->complete && newstate->complete) || |
912 | (!oldstate->impossible && newstate->impossible)) |
913 | return 2 * FLASH_FRAME; |
914 | else |
915 | return 0.0F; |
916 | } |
917 | |
918 | static int game_wants_statusbar(void) |
919 | { |
920 | return TRUE; |
921 | } |
922 | |
923 | static int game_timing_state(game_state *state) |
924 | { |
925 | return TRUE; |
926 | } |
927 | |
928 | #ifdef COMBINED |
929 | #define thegame samegame |
930 | #endif |
931 | |
932 | const struct game thegame = { |
933 | "Same Game", NULL, |
934 | default_params, |
935 | game_fetch_preset, |
936 | decode_params, |
937 | encode_params, |
938 | free_params, |
939 | dup_params, |
940 | TRUE, game_configure, custom_params, |
941 | validate_params, |
942 | new_game_desc, |
943 | game_free_aux_info, |
944 | validate_desc, |
945 | new_game, |
946 | dup_game, |
947 | free_game, |
948 | FALSE, solve_game, |
949 | TRUE, game_text_format, |
950 | new_ui, |
951 | free_ui, |
952 | game_changed_state, |
953 | make_move, |
954 | game_size, |
955 | game_colours, |
956 | game_new_drawstate, |
957 | game_free_drawstate, |
958 | game_redraw, |
959 | game_anim_length, |
960 | game_flash_length, |
961 | game_wants_statusbar, |
962 | FALSE, game_timing_state, |
963 | 0, /* mouse_priorities */ |
964 | }; |