| 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 | }; |