2 * 'same game' -- try to remove all the coloured squares by
3 * selecting regions of contiguous colours.
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
22 #define FLASH_FRAME 0.13F
24 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
25 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
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) )
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
,
38 /* scoresub is 1 or 2 (for (n-1)^2 or (n-2)^2) */
40 int w
, h
, ncols
, scoresub
;
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
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 */
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)
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); \
63 static int npoints(game_params
*params
, int nsel
)
65 int sdiff
= nsel
- params
->scoresub
;
66 return (sdiff
> 0) ? sdiff
* sdiff
: 0;
70 struct game_params params
;
72 int *tiles
; /* colour only */
74 int complete
, impossible
;
77 static game_params
*default_params(void)
79 game_params
*ret
= snew(game_params
);
87 static const struct game_params samegame_presets
[] = {
95 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
100 if (i
< 0 || i
>= lenof(samegame_presets
))
103 ret
= snew(game_params
);
104 *ret
= samegame_presets
[i
];
106 sprintf(str
, "%dx%d, %d colours", ret
->w
, ret
->h
, ret
->ncols
);
113 static void free_params(game_params
*params
)
118 static game_params
*dup_params(game_params
*params
)
120 game_params
*ret
= snew(game_params
);
121 *ret
= *params
; /* structure copy */
125 static void decode_params(game_params
*params
, char const *string
)
127 char const *p
= string
;
130 while (*p
&& isdigit((unsigned char)*p
)) p
++;
134 while (*p
&& isdigit((unsigned char)*p
)) p
++;
136 params
->h
= params
->w
;
139 params
->ncols
= atoi(p
);
140 while (*p
&& isdigit((unsigned char)*p
)) p
++;
145 params
->scoresub
= atoi(p
);
146 while (*p
&& isdigit((unsigned char)*p
)) p
++;
148 params
->scoresub
= 2;
152 static char *encode_params(game_params
*params
, int full
)
156 sprintf(ret
, "%dx%dc%ds%d",
157 params
->w
, params
->h
, params
->ncols
, params
->scoresub
);
161 static config_item
*game_configure(game_params
*params
)
166 ret
= snewn(5, config_item
);
168 ret
[0].name
= "Width";
169 ret
[0].type
= C_STRING
;
170 sprintf(buf
, "%d", params
->w
);
171 ret
[0].sval
= dupstr(buf
);
174 ret
[1].name
= "Height";
175 ret
[1].type
= C_STRING
;
176 sprintf(buf
, "%d", params
->h
);
177 ret
[1].sval
= dupstr(buf
);
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
);
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;
199 static game_params
*custom_params(config_item
*cfg
)
201 game_params
*ret
= snew(game_params
);
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;
211 static char *validate_params(game_params
*params
)
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";
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";
225 if ((params
->scoresub
< 1) || (params
->scoresub
> 2))
226 return "Scoring system not recognised";
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.
237 * It does at least make sure that there are >= 2 of each colour
238 * present at the start.
241 static char *new_game_desc(game_params
*params
, random_state
*rs
,
242 game_aux_info
**aux
, int interactive
)
245 int n
, i
, j
, c
, retlen
, *tiles
;
247 n
= params
->w
* params
->h
;
248 tiles
= snewn(n
, int);
249 memset(tiles
, 0, n
*sizeof(int));
251 /* randomly place two of each colour */
252 for (c
= 0; c
< params
->ncols
; c
++) {
253 for (j
= 0; j
< 2; j
++) {
255 i
= (int)random_upto(rs
, n
);
256 } while (tiles
[i
] != 0);
261 /* fill in the rest randomly */
262 for (i
= 0; i
< n
; i
++) {
264 tiles
[i
] = (int)random_upto(rs
, params
->ncols
)+1;
269 for (i
= 0; i
< n
; i
++) {
273 k
= sprintf(buf
, "%d,", tiles
[i
]);
274 ret
= sresize(ret
, retlen
+ k
+ 1, char);
275 strcpy(ret
+ retlen
, buf
);
278 ret
[retlen
-1] = '\0'; /* delete last comma */
284 static void game_free_aux_info(game_aux_info
*aux
)
286 assert(!"Shouldn't happen");
289 static char *validate_desc(game_params
*params
, char *desc
)
291 int area
= params
->w
* params
->h
, i
;
294 for (i
= 0; i
< area
; i
++) {
299 return "Not enough numbers in string";
300 while (isdigit(*p
)) p
++;
302 if (i
< area
-1 && *p
!= ',')
303 return "Expected comma after number";
304 else if (i
== area
-1 && *p
)
305 return "Excess junk at end of string";
308 if (n
< 0 || n
> params
->ncols
)
309 return "Colour out of range";
311 if (*p
) p
++; /* eat comma */
316 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
318 game_state
*state
= snew(game_state
);
322 state
->params
= *params
; /* struct copy */
323 state
->n
= state
->params
.w
* state
->params
.h
;
324 state
->tiles
= snewn(state
->n
, int);
326 for (i
= 0; i
< state
->n
; i
++) {
328 state
->tiles
[i
] = atoi(p
);
329 while (*p
&& *p
!= ',')
331 if (*p
) p
++; /* eat comma */
333 state
->complete
= state
->impossible
= 0;
339 static game_state
*dup_game(game_state
*state
)
341 game_state
*ret
= snew(game_state
);
343 *ret
= *state
; /* structure copy, except... */
345 ret
->tiles
= snewn(state
->n
, int);
346 memcpy(ret
->tiles
, state
->tiles
, state
->n
* sizeof(int));
351 static void free_game(game_state
*state
)
357 static game_state
*solve_game(game_state
*state
, game_state
*currstate
,
358 game_aux_info
*aux
, char **error
)
363 static char *game_text_format(game_state
*state
)
368 maxlen
= state
->params
.h
* (state
->params
.w
+ 1);
369 ret
= snewn(maxlen
+1, char);
372 for (y
= 0; y
< state
->params
.h
; y
++) {
373 for (x
= 0; x
< state
->params
.w
; x
++) {
374 int t
= TILE(state
,x
,y
);
375 if (t
<= 0) *p
++ = ' ';
376 else if (t
< 10) *p
++ = '0'+t
;
377 else *p
++ = 'a'+(t
-10);
381 assert(p
- ret
== maxlen
);
387 struct game_params params
;
388 int *tiles
; /* selected-ness only */
390 int xsel
, ysel
, displaysel
;
393 static game_ui
*new_ui(game_state
*state
)
395 game_ui
*ui
= snew(game_ui
);
397 ui
->params
= state
->params
; /* structure copy */
398 ui
->tiles
= snewn(state
->n
, int);
399 memset(ui
->tiles
, 0, state
->n
*sizeof(int));
402 ui
->xsel
= ui
->ysel
= ui
->displaysel
= 0;
407 static void free_ui(game_ui
*ui
)
413 static void sel_clear(game_ui
*ui
, game_state
*state
)
417 for (i
= 0; i
< state
->n
; i
++)
418 ui
->tiles
[i
] &= ~TILE_SELECTED
;
423 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
424 game_state
*newstate
)
426 sel_clear(ui
, newstate
);
429 static void sel_remove(game_ui
*ui
, game_state
*state
)
433 state
->score
+= npoints(&state
->params
, ui
->nselected
);
435 for (i
= 0; i
< state
->n
; i
++) {
436 if (ui
->tiles
[i
] & TILE_SELECTED
) {
439 ui
->tiles
[i
] &= ~TILE_SELECTED
;
445 static void sel_expand(game_ui
*ui
, game_state
*state
, int tx
, int ty
)
447 int ns
= 1, nadded
, x
, y
, c
;
449 TILE(ui
,tx
,ty
) |= TILE_SELECTED
;
453 for (x
= 0; x
< state
->params
.w
; x
++) {
454 for (y
= 0; y
< state
->params
.h
; y
++) {
455 if (x
== tx
&& y
== ty
) continue;
456 if (ISSEL(ui
,x
,y
)) continue;
460 ISSEL(ui
,x
-1,y
) && COL(state
,x
-1,y
) == c
) {
461 TILE(ui
,x
,y
) |= TILE_SELECTED
;
466 if ((x
+1 < state
->params
.w
) &&
467 ISSEL(ui
,x
+1,y
) && COL(state
,x
+1,y
) == c
) {
468 TILE(ui
,x
,y
) |= TILE_SELECTED
;
474 ISSEL(ui
,x
,y
-1) && COL(state
,x
,y
-1) == c
) {
475 TILE(ui
,x
,y
) |= TILE_SELECTED
;
480 if ((y
+1 < state
->params
.h
) &&
481 ISSEL(ui
,x
,y
+1) && COL(state
,x
,y
+1) == c
) {
482 TILE(ui
,x
,y
) |= TILE_SELECTED
;
489 } while (nadded
> 0);
494 sel_clear(ui
, state
);
498 static int sg_emptycol(game_state
*ret
, int x
)
501 for (y
= 0; y
< ret
->params
.h
; y
++) {
502 if (COL(ret
,x
,y
)) return 0;
508 static void sg_snuggle(game_state
*ret
)
512 /* make all unsupported tiles fall down. */
515 for (x
= 0; x
< ret
->params
.w
; x
++) {
516 for (y
= ret
->params
.h
-1; y
> 0; y
--) {
517 if (COL(ret
,x
,y
) != 0) continue;
518 if (COL(ret
,x
,y
-1) != 0) {
519 SWAPTILE(ret
,x
,y
,x
,y
-1);
526 /* shuffle all columns as far left as they can go. */
529 for (x
= 0; x
< ret
->params
.w
-1; x
++) {
530 if (sg_emptycol(ret
,x
) && !sg_emptycol(ret
,x
+1)) {
532 for (y
= 0; y
< ret
->params
.h
; y
++) {
533 SWAPTILE(ret
,x
,y
,x
+1,y
);
540 static void sg_check(game_state
*ret
)
542 int x
,y
, complete
= 1, impossible
= 1;
544 for (x
= 0; x
< ret
->params
.w
; x
++) {
545 for (y
= 0; y
< ret
->params
.h
; y
++) {
546 if (COL(ret
,x
,y
) == 0)
549 if (x
+1 < ret
->params
.w
) {
550 if (COL(ret
,x
,y
) == COL(ret
,x
+1,y
))
553 if (y
+1 < ret
->params
.h
) {
554 if (COL(ret
,x
,y
) == COL(ret
,x
,y
+1))
559 ret
->complete
= complete
;
560 ret
->impossible
= impossible
;
563 struct game_drawstate
{
564 int started
, bgcolour
;
565 int tileinner
, tilegap
;
566 int *tiles
; /* contains colour and SELECTED. */
569 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
570 int x
, int y
, int button
)
573 game_state
*ret
= from
;
577 if (button
== RIGHT_BUTTON
|| button
== LEFT_BUTTON
) {
578 tx
= FROMCOORD(x
); ty
= FROMCOORD(y
);
579 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
580 button
== CURSOR_LEFT
|| button
== CURSOR_RIGHT
) {
583 dx
= (button
== CURSOR_LEFT
) ?
-1 : ((button
== CURSOR_RIGHT
) ?
+1 : 0);
584 dy
= (button
== CURSOR_DOWN
) ?
+1 : ((button
== CURSOR_UP
) ?
-1 : 0);
585 ui
->xsel
= (ui
->xsel
+ from
->params
.w
+ dx
) % from
->params
.w
;
586 ui
->ysel
= (ui
->ysel
+ from
->params
.h
+ dy
) % from
->params
.h
;
588 } else if (button
== CURSOR_SELECT
|| button
== ' ' || button
== '\r' ||
596 if (tx
< 0 || tx
>= from
->params
.w
|| ty
< 0 || ty
>= from
->params
.h
)
598 if (COL(from
, tx
, ty
) == 0) return NULL
;
600 if (ISSEL(ui
,tx
,ty
)) {
601 if (button
== RIGHT_BUTTON
)
604 /* this is the actual move. */
605 ret
= dup_game(from
);
607 sg_snuggle(ret
); /* shifts blanks down and to the left */
608 sg_check(ret
); /* checks for completeness or impossibility */
611 sel_clear(ui
, from
); /* might be no-op */
612 sel_expand(ui
, from
, tx
, ty
);
614 if (ret
->complete
|| ret
->impossible
)
620 /* ----------------------------------------------------------------------
624 static void game_size(game_params
*params
, game_drawstate
*ds
, int *x
, int *y
,
630 * We could choose the tile gap dynamically as well if we
631 * wanted to; for example, at low tile sizes it might be
632 * sensible to leave it out completely. However, for the moment
633 * and for the sake of simplicity I'm just going to fix it at
639 * Each window dimension equals the tile size (inner plus gap)
640 * times the grid dimension, plus another tile size (border is
641 * half the width of a tile), minus one tile gap.
643 * We must cast to unsigned before adding to *x and *y, since
644 * they might be INT_MAX!
646 tsx
= (unsigned)(*x
+ ds
->tilegap
) / (params
->w
+ 1);
647 tsy
= (unsigned)(*y
+ ds
->tilegap
) / (params
->h
+ 1);
651 ds
->tileinner
= ts
- ds
->tilegap
;
653 ds
->tileinner
= min(ts
, PREFERRED_TILE_SIZE
) - ds
->tilegap
;
655 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
- TILE_GAP
;
656 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
- TILE_GAP
;
659 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
661 float *ret
= snewn(3 * NCOLOURS
, float);
663 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
665 ret
[COL_1
* 3 + 0] = 0.0F
;
666 ret
[COL_1
* 3 + 1] = 0.0F
;
667 ret
[COL_1
* 3 + 2] = 1.0F
;
669 ret
[COL_2
* 3 + 0] = 0.0F
;
670 ret
[COL_2
* 3 + 1] = 0.5F
;
671 ret
[COL_2
* 3 + 2] = 0.0F
;
673 ret
[COL_3
* 3 + 0] = 1.0F
;
674 ret
[COL_3
* 3 + 1] = 0.0F
;
675 ret
[COL_3
* 3 + 2] = 0.0F
;
677 ret
[COL_4
* 3 + 0] = 1.0F
;
678 ret
[COL_4
* 3 + 1] = 1.0F
;
679 ret
[COL_4
* 3 + 2] = 0.0F
;
681 ret
[COL_5
* 3 + 0] = 1.0F
;
682 ret
[COL_5
* 3 + 1] = 0.0F
;
683 ret
[COL_5
* 3 + 2] = 1.0F
;
685 ret
[COL_6
* 3 + 0] = 0.0F
;
686 ret
[COL_6
* 3 + 1] = 1.0F
;
687 ret
[COL_6
* 3 + 2] = 1.0F
;
689 ret
[COL_7
* 3 + 0] = 0.5F
;
690 ret
[COL_7
* 3 + 1] = 0.5F
;
691 ret
[COL_7
* 3 + 2] = 1.0F
;
693 ret
[COL_8
* 3 + 0] = 0.5F
;
694 ret
[COL_8
* 3 + 1] = 1.0F
;
695 ret
[COL_8
* 3 + 2] = 0.5F
;
697 ret
[COL_9
* 3 + 0] = 1.0F
;
698 ret
[COL_9
* 3 + 1] = 0.5F
;
699 ret
[COL_9
* 3 + 2] = 0.5F
;
701 ret
[COL_IMPOSSIBLE
* 3 + 0] = 0.0F
;
702 ret
[COL_IMPOSSIBLE
* 3 + 1] = 0.0F
;
703 ret
[COL_IMPOSSIBLE
* 3 + 2] = 0.0F
;
705 ret
[COL_SEL
* 3 + 0] = 1.0F
;
706 ret
[COL_SEL
* 3 + 1] = 1.0F
;
707 ret
[COL_SEL
* 3 + 2] = 1.0F
;
709 ret
[COL_HIGHLIGHT
* 3 + 0] = 1.0F
;
710 ret
[COL_HIGHLIGHT
* 3 + 1] = 1.0F
;
711 ret
[COL_HIGHLIGHT
* 3 + 2] = 1.0F
;
713 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
714 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
715 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
717 *ncolours
= NCOLOURS
;
721 static game_drawstate
*game_new_drawstate(game_state
*state
)
723 struct game_drawstate
*ds
= snew(struct game_drawstate
);
727 ds
->tileinner
= ds
->tilegap
= 0; /* not decided yet */
728 ds
->tiles
= snewn(state
->n
, int);
729 for (i
= 0; i
< state
->n
; i
++)
735 static void game_free_drawstate(game_drawstate
*ds
)
741 /* Drawing routing for the tile at (x,y) is responsible for drawing
742 * itself and the gaps to its right and below. If we're the same colour
743 * as the tile to our right, then we fill in the gap; ditto below, and if
744 * both then we fill the teeny tiny square in the corner as well.
747 static void tile_redraw(frontend
*fe
, game_drawstate
*ds
,
748 int x
, int y
, int dright
, int dbelow
,
749 int tile
, game_state
*state
, int bgcolour
)
751 int outer
= bgcolour
, inner
= outer
, col
= tile
& TILE_COLMASK
;
754 if (state
->impossible
) {
756 inner
= COL_IMPOSSIBLE
;
757 } else if (tile
& TILE_SELECTED
) {
764 draw_rect(fe
, COORD(x
), COORD(y
), TILE_INNER
, TILE_INNER
, outer
);
765 draw_rect(fe
, COORD(x
)+TILE_INNER
/4, COORD(y
)+TILE_INNER
/4,
766 TILE_INNER
/2, TILE_INNER
/2, inner
);
769 draw_rect(fe
, COORD(x
)+TILE_INNER
, COORD(y
), TILE_GAP
, TILE_INNER
,
770 (tile
& TILE_JOINRIGHT
) ? outer
: bgcolour
);
772 draw_rect(fe
, COORD(x
), COORD(y
)+TILE_INNER
, TILE_INNER
, TILE_GAP
,
773 (tile
& TILE_JOINDOWN
) ? outer
: bgcolour
);
774 if (dright
&& dbelow
)
775 draw_rect(fe
, COORD(x
)+TILE_INNER
, COORD(y
)+TILE_INNER
, TILE_GAP
, TILE_GAP
,
776 (tile
& TILE_JOINDIAG
) ? outer
: bgcolour
);
778 if (tile
& TILE_HASSEL
) {
779 int sx
= COORD(x
)+2, sy
= COORD(y
)+2, ssz
= TILE_INNER
-5;
780 int scol
= (outer
== COL_SEL
) ? COL_LOWLIGHT
: COL_HIGHLIGHT
;
781 draw_line(fe
, sx
, sy
, sx
+ssz
, sy
, scol
);
782 draw_line(fe
, sx
+ssz
, sy
, sx
+ssz
, sy
+ssz
, scol
);
783 draw_line(fe
, sx
+ssz
, sy
+ssz
, sx
, sy
+ssz
, scol
);
784 draw_line(fe
, sx
, sy
+ssz
, sx
, sy
, scol
);
787 draw_update(fe
, COORD(x
), COORD(y
), TILE_SIZE
, TILE_SIZE
);
790 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
791 game_state
*state
, int dir
, game_ui
*ui
,
792 float animtime
, float flashtime
)
796 /* This was entirely cloned from fifteen.c; it should probably be
797 * moved into some generic 'draw-recessed-rectangle' utility fn. */
802 TILE_SIZE
* state
->params
.w
+ 2 * BORDER
,
803 TILE_SIZE
* state
->params
.h
+ 2 * BORDER
, COL_BACKGROUND
);
804 draw_update(fe
, 0, 0,
805 TILE_SIZE
* state
->params
.w
+ 2 * BORDER
,
806 TILE_SIZE
* state
->params
.h
+ 2 * BORDER
);
809 * Recessed area containing the whole puzzle.
811 coords
[0] = COORD(state
->params
.w
) + HIGHLIGHT_WIDTH
- 1 - TILE_GAP
;
812 coords
[1] = COORD(state
->params
.h
) + HIGHLIGHT_WIDTH
- 1 - TILE_GAP
;
813 coords
[2] = COORD(state
->params
.w
) + HIGHLIGHT_WIDTH
- 1 - TILE_GAP
;
814 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
815 coords
[4] = coords
[2] - TILE_SIZE
;
816 coords
[5] = coords
[3] + TILE_SIZE
;
817 coords
[8] = COORD(0) - HIGHLIGHT_WIDTH
;
818 coords
[9] = COORD(state
->params
.h
) + HIGHLIGHT_WIDTH
- 1 - TILE_GAP
;
819 coords
[6] = coords
[8] + TILE_SIZE
;
820 coords
[7] = coords
[9] - TILE_SIZE
;
821 draw_polygon(fe
, coords
, 5, TRUE
, COL_HIGHLIGHT
);
822 draw_polygon(fe
, coords
, 5, FALSE
, COL_HIGHLIGHT
);
824 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
825 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
826 draw_polygon(fe
, coords
, 5, TRUE
, COL_LOWLIGHT
);
827 draw_polygon(fe
, coords
, 5, FALSE
, COL_LOWLIGHT
);
832 if (flashtime
> 0.0) {
833 int frame
= (int)(flashtime
/ FLASH_FRAME
);
834 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
836 bgcolour
= COL_BACKGROUND
;
838 for (x
= 0; x
< state
->params
.w
; x
++) {
839 for (y
= 0; y
< state
->params
.h
; y
++) {
840 int i
= (state
->params
.w
* y
) + x
;
841 int col
= COL(state
,x
,y
), tile
= col
;
842 int dright
= (x
+1 < state
->params
.w
);
843 int dbelow
= (y
+1 < state
->params
.h
);
845 tile
|= ISSEL(ui
,x
,y
);
846 if (dright
&& COL(state
,x
+1,y
) == col
)
847 tile
|= TILE_JOINRIGHT
;
848 if (dbelow
&& COL(state
,x
,y
+1) == col
)
849 tile
|= TILE_JOINDOWN
;
850 if ((tile
& TILE_JOINRIGHT
) && (tile
& TILE_JOINDOWN
) &&
851 COL(state
,x
+1,y
+1) == col
)
852 tile
|= TILE_JOINDIAG
;
854 if (ui
->displaysel
&& ui
->xsel
== x
&& ui
->ysel
== y
)
857 /* For now we're never expecting oldstate at all (because we have
858 * no animation); when we do we might well want to be looking
859 * at the tile colours from oldstate, not state. */
860 if ((oldstate
&& COL(oldstate
,x
,y
) != col
) ||
862 (ds
->bgcolour
!= bgcolour
) ||
863 (tile
!= ds
->tiles
[i
])) {
864 tile_redraw(fe
, ds
, x
, y
, dright
, dbelow
,
865 tile
, state
, bgcolour
);
870 ds
->bgcolour
= bgcolour
;
873 char status
[255], score
[80];
875 sprintf(score
, "Score: %d", state
->score
);
878 sprintf(status
, "COMPLETE! %s", score
);
879 else if (state
->impossible
)
880 sprintf(status
, "Cannot move! %s", score
);
881 else if (ui
->nselected
)
882 sprintf(status
, "%s Selected: %d (%d)",
883 score
, ui
->nselected
, npoints(&state
->params
, ui
->nselected
));
885 sprintf(status
, "%s", score
);
886 status_bar(fe
, status
);
890 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
891 int dir
, game_ui
*ui
)
896 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
897 int dir
, game_ui
*ui
)
899 if ((!oldstate
->complete
&& newstate
->complete
) ||
900 (!oldstate
->impossible
&& newstate
->impossible
))
901 return 2 * FLASH_FRAME
;
906 static int game_wants_statusbar(void)
911 static int game_timing_state(game_state
*state
)
917 #define thegame samegame
920 const struct game thegame
= {
921 "Same Game", "games.samegame",
928 TRUE
, game_configure
, custom_params
,
937 TRUE
, game_text_format
,
949 game_wants_statusbar
,
950 FALSE
, game_timing_state
,
951 0, /* mouse_priorities */