James Harvey has contributed an implementation of `Same Game', also
[sgt/puzzles] / samegame.c
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 };