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 */
52 #define TILE_IMPOSSIBLE 0x2000 /* used in drawstate */
54 #define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)])
55 #define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK)
56 #define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED)
58 #define SWAPTILE(gs,x1,y1,x2,y2) do { \
59 int t = TILE(gs,x1,y1); \
60 TILE(gs,x1,y1) = TILE(gs,x2,y2); \
64 static int npoints(game_params
*params
, int nsel
)
66 int sdiff
= nsel
- params
->scoresub
;
67 return (sdiff
> 0) ? sdiff
* sdiff
: 0;
71 struct game_params params
;
73 int *tiles
; /* colour only */
75 int complete
, impossible
;
78 static game_params
*default_params(void)
80 game_params
*ret
= snew(game_params
);
88 static const struct game_params samegame_presets
[] = {
96 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
101 if (i
< 0 || i
>= lenof(samegame_presets
))
104 ret
= snew(game_params
);
105 *ret
= samegame_presets
[i
];
107 sprintf(str
, "%dx%d, %d colours", ret
->w
, ret
->h
, ret
->ncols
);
114 static void free_params(game_params
*params
)
119 static game_params
*dup_params(game_params
*params
)
121 game_params
*ret
= snew(game_params
);
122 *ret
= *params
; /* structure copy */
126 static void decode_params(game_params
*params
, char const *string
)
128 char const *p
= string
;
131 while (*p
&& isdigit((unsigned char)*p
)) p
++;
135 while (*p
&& isdigit((unsigned char)*p
)) p
++;
137 params
->h
= params
->w
;
140 params
->ncols
= atoi(p
);
141 while (*p
&& isdigit((unsigned char)*p
)) p
++;
146 params
->scoresub
= atoi(p
);
147 while (*p
&& isdigit((unsigned char)*p
)) p
++;
149 params
->scoresub
= 2;
153 static char *encode_params(game_params
*params
, int full
)
157 sprintf(ret
, "%dx%dc%ds%d",
158 params
->w
, params
->h
, params
->ncols
, params
->scoresub
);
162 static config_item
*game_configure(game_params
*params
)
167 ret
= snewn(5, config_item
);
169 ret
[0].name
= "Width";
170 ret
[0].type
= C_STRING
;
171 sprintf(buf
, "%d", params
->w
);
172 ret
[0].sval
= dupstr(buf
);
175 ret
[1].name
= "Height";
176 ret
[1].type
= C_STRING
;
177 sprintf(buf
, "%d", params
->h
);
178 ret
[1].sval
= dupstr(buf
);
181 ret
[2].name
= "No. of colours";
182 ret
[2].type
= C_STRING
;
183 sprintf(buf
, "%d", params
->ncols
);
184 ret
[2].sval
= dupstr(buf
);
187 ret
[3].name
= "Scoring system";
188 ret
[3].type
= C_CHOICES
;
189 ret
[3].sval
= ":(n-1)^2:(n-2)^2";
190 ret
[3].ival
= params
->scoresub
-1;
200 static game_params
*custom_params(config_item
*cfg
)
202 game_params
*ret
= snew(game_params
);
204 ret
->w
= atoi(cfg
[0].sval
);
205 ret
->h
= atoi(cfg
[1].sval
);
206 ret
->ncols
= atoi(cfg
[2].sval
);
207 ret
->scoresub
= cfg
[3].ival
+ 1;
212 static char *validate_params(game_params
*params
)
214 if (params
->w
< 1 || params
->h
< 1)
215 return "Width and height must both be positive";
216 if (params
->ncols
< 2)
217 return "It's too easy with only one colour...";
218 if (params
->ncols
> 9)
219 return "Maximum of 9 colours";
221 /* ...and we must make sure we can generate at least 2 squares
222 * of each colour so it's theoretically soluble. */
223 if ((params
->w
* params
->h
) < (params
->ncols
* 2))
224 return "Too many colours makes given grid size impossible";
226 if ((params
->scoresub
< 1) || (params
->scoresub
> 2))
227 return "Scoring system not recognised";
232 /* Currently this is a very very dumb game-generation engine; it
233 * just picks randomly from the tile space. I had a look at a few
234 * other same game implementations, and none of them attempt to do
235 * anything to try and make sure the grid started off with a nice
236 * set of large blocks.
238 * It does at least make sure that there are >= 2 of each colour
239 * present at the start.
242 static char *new_game_desc(game_params
*params
, random_state
*rs
,
243 char **aux
, int interactive
)
246 int n
, i
, j
, c
, retlen
, *tiles
;
248 n
= params
->w
* params
->h
;
249 tiles
= snewn(n
, int);
250 memset(tiles
, 0, n
*sizeof(int));
252 /* randomly place two of each colour */
253 for (c
= 0; c
< params
->ncols
; c
++) {
254 for (j
= 0; j
< 2; j
++) {
256 i
= (int)random_upto(rs
, n
);
257 } while (tiles
[i
] != 0);
262 /* fill in the rest randomly */
263 for (i
= 0; i
< n
; i
++) {
265 tiles
[i
] = (int)random_upto(rs
, params
->ncols
)+1;
270 for (i
= 0; i
< n
; i
++) {
274 k
= sprintf(buf
, "%d,", tiles
[i
]);
275 ret
= sresize(ret
, retlen
+ k
+ 1, char);
276 strcpy(ret
+ retlen
, buf
);
279 ret
[retlen
-1] = '\0'; /* delete last comma */
285 static char *validate_desc(game_params
*params
, char *desc
)
287 int area
= params
->w
* params
->h
, i
;
290 for (i
= 0; i
< area
; i
++) {
295 return "Not enough numbers in string";
296 while (isdigit(*p
)) p
++;
298 if (i
< area
-1 && *p
!= ',')
299 return "Expected comma after number";
300 else if (i
== area
-1 && *p
)
301 return "Excess junk at end of string";
304 if (n
< 0 || n
> params
->ncols
)
305 return "Colour out of range";
307 if (*p
) p
++; /* eat comma */
312 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
314 game_state
*state
= snew(game_state
);
318 state
->params
= *params
; /* struct copy */
319 state
->n
= state
->params
.w
* state
->params
.h
;
320 state
->tiles
= snewn(state
->n
, int);
322 for (i
= 0; i
< state
->n
; i
++) {
324 state
->tiles
[i
] = atoi(p
);
325 while (*p
&& *p
!= ',')
327 if (*p
) p
++; /* eat comma */
329 state
->complete
= state
->impossible
= 0;
335 static game_state
*dup_game(game_state
*state
)
337 game_state
*ret
= snew(game_state
);
339 *ret
= *state
; /* structure copy, except... */
341 ret
->tiles
= snewn(state
->n
, int);
342 memcpy(ret
->tiles
, state
->tiles
, state
->n
* sizeof(int));
347 static void free_game(game_state
*state
)
353 static char *solve_game(game_state
*state
, game_state
*currstate
,
354 char *aux
, char **error
)
359 static char *game_text_format(game_state
*state
)
364 maxlen
= state
->params
.h
* (state
->params
.w
+ 1);
365 ret
= snewn(maxlen
+1, char);
368 for (y
= 0; y
< state
->params
.h
; y
++) {
369 for (x
= 0; x
< state
->params
.w
; x
++) {
370 int t
= TILE(state
,x
,y
);
371 if (t
<= 0) *p
++ = ' ';
372 else if (t
< 10) *p
++ = '0'+t
;
373 else *p
++ = 'a'+(t
-10);
377 assert(p
- ret
== maxlen
);
383 struct game_params params
;
384 int *tiles
; /* selected-ness only */
386 int xsel
, ysel
, displaysel
;
389 static game_ui
*new_ui(game_state
*state
)
391 game_ui
*ui
= snew(game_ui
);
393 ui
->params
= state
->params
; /* structure copy */
394 ui
->tiles
= snewn(state
->n
, int);
395 memset(ui
->tiles
, 0, state
->n
*sizeof(int));
398 ui
->xsel
= ui
->ysel
= ui
->displaysel
= 0;
403 static void free_ui(game_ui
*ui
)
409 static char *encode_ui(game_ui
*ui
)
414 static void decode_ui(game_ui
*ui
, char *encoding
)
418 static void sel_clear(game_ui
*ui
, game_state
*state
)
422 for (i
= 0; i
< state
->n
; i
++)
423 ui
->tiles
[i
] &= ~TILE_SELECTED
;
428 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
429 game_state
*newstate
)
431 sel_clear(ui
, newstate
);
434 static char *sel_movedesc(game_ui
*ui
, game_state
*state
)
437 char *ret
, *sep
, buf
[80];
441 ret
= snewn(retsize
, char);
446 for (i
= 0; i
< state
->n
; i
++) {
447 if (ui
->tiles
[i
] & TILE_SELECTED
) {
448 sprintf(buf
, "%s%d", sep
, i
);
450 if (retlen
+ strlen(buf
) >= retsize
) {
451 retsize
= retlen
+ strlen(buf
) + 256;
452 ret
= sresize(ret
, retsize
, char);
454 strcpy(ret
+ retlen
, buf
);
455 retlen
+= strlen(buf
);
457 ui
->tiles
[i
] &= ~TILE_SELECTED
;
462 assert(retlen
< retsize
);
463 ret
[retlen
++] = '\0';
464 return sresize(ret
, retlen
, char);
467 static void sel_expand(game_ui
*ui
, game_state
*state
, int tx
, int ty
)
469 int ns
= 1, nadded
, x
, y
, c
;
471 TILE(ui
,tx
,ty
) |= TILE_SELECTED
;
475 for (x
= 0; x
< state
->params
.w
; x
++) {
476 for (y
= 0; y
< state
->params
.h
; y
++) {
477 if (x
== tx
&& y
== ty
) continue;
478 if (ISSEL(ui
,x
,y
)) continue;
482 ISSEL(ui
,x
-1,y
) && COL(state
,x
-1,y
) == c
) {
483 TILE(ui
,x
,y
) |= TILE_SELECTED
;
488 if ((x
+1 < state
->params
.w
) &&
489 ISSEL(ui
,x
+1,y
) && COL(state
,x
+1,y
) == c
) {
490 TILE(ui
,x
,y
) |= TILE_SELECTED
;
496 ISSEL(ui
,x
,y
-1) && COL(state
,x
,y
-1) == c
) {
497 TILE(ui
,x
,y
) |= TILE_SELECTED
;
502 if ((y
+1 < state
->params
.h
) &&
503 ISSEL(ui
,x
,y
+1) && COL(state
,x
,y
+1) == c
) {
504 TILE(ui
,x
,y
) |= TILE_SELECTED
;
511 } while (nadded
> 0);
516 sel_clear(ui
, state
);
520 static int sg_emptycol(game_state
*ret
, int x
)
523 for (y
= 0; y
< ret
->params
.h
; y
++) {
524 if (COL(ret
,x
,y
)) return 0;
530 static void sg_snuggle(game_state
*ret
)
534 /* make all unsupported tiles fall down. */
537 for (x
= 0; x
< ret
->params
.w
; x
++) {
538 for (y
= ret
->params
.h
-1; y
> 0; y
--) {
539 if (COL(ret
,x
,y
) != 0) continue;
540 if (COL(ret
,x
,y
-1) != 0) {
541 SWAPTILE(ret
,x
,y
,x
,y
-1);
548 /* shuffle all columns as far left as they can go. */
551 for (x
= 0; x
< ret
->params
.w
-1; x
++) {
552 if (sg_emptycol(ret
,x
) && !sg_emptycol(ret
,x
+1)) {
554 for (y
= 0; y
< ret
->params
.h
; y
++) {
555 SWAPTILE(ret
,x
,y
,x
+1,y
);
562 static void sg_check(game_state
*ret
)
564 int x
,y
, complete
= 1, impossible
= 1;
566 for (x
= 0; x
< ret
->params
.w
; x
++) {
567 for (y
= 0; y
< ret
->params
.h
; y
++) {
568 if (COL(ret
,x
,y
) == 0)
571 if (x
+1 < ret
->params
.w
) {
572 if (COL(ret
,x
,y
) == COL(ret
,x
+1,y
))
575 if (y
+1 < ret
->params
.h
) {
576 if (COL(ret
,x
,y
) == COL(ret
,x
,y
+1))
581 ret
->complete
= complete
;
582 ret
->impossible
= impossible
;
585 struct game_drawstate
{
586 int started
, bgcolour
;
587 int tileinner
, tilegap
;
588 int *tiles
; /* contains colour and SELECTED. */
591 static game_state
*execute_move(game_state
*from
, char *move
);
593 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
594 int x
, int y
, int button
)
601 if (button
== RIGHT_BUTTON
|| button
== LEFT_BUTTON
) {
602 tx
= FROMCOORD(x
); ty
= FROMCOORD(y
);
603 } else if (button
== CURSOR_UP
|| button
== CURSOR_DOWN
||
604 button
== CURSOR_LEFT
|| button
== CURSOR_RIGHT
) {
607 dx
= (button
== CURSOR_LEFT
) ?
-1 : ((button
== CURSOR_RIGHT
) ?
+1 : 0);
608 dy
= (button
== CURSOR_DOWN
) ?
+1 : ((button
== CURSOR_UP
) ?
-1 : 0);
609 ui
->xsel
= (ui
->xsel
+ state
->params
.w
+ dx
) % state
->params
.w
;
610 ui
->ysel
= (ui
->ysel
+ state
->params
.h
+ dy
) % state
->params
.h
;
612 } else if (button
== CURSOR_SELECT
|| button
== ' ' || button
== '\r' ||
620 if (tx
< 0 || tx
>= state
->params
.w
|| ty
< 0 || ty
>= state
->params
.h
)
622 if (COL(state
, tx
, ty
) == 0) return NULL
;
624 if (ISSEL(ui
,tx
,ty
)) {
625 if (button
== RIGHT_BUTTON
)
626 sel_clear(ui
, state
);
630 ret
= sel_movedesc(ui
, state
);
633 * Unfortunately, we must check for completeness or
634 * impossibility now, in order to update the game_ui;
635 * and we can't do that without constructing the new
638 tmp
= execute_move(state
, ret
);
639 if (tmp
->complete
|| tmp
->impossible
)
644 sel_clear(ui
, state
); /* might be no-op */
645 sel_expand(ui
, state
, tx
, ty
);
651 static game_state
*execute_move(game_state
*from
, char *move
)
656 if (move
[0] == 'M') {
657 ret
= dup_game(from
);
664 if (i
< 0 || i
>= ret
->n
) {
671 while (*move
&& isdigit((unsigned char)*move
)) move
++;
672 if (*move
== ',') move
++;
675 ret
->score
+= npoints(&ret
->params
, n
);
677 sg_snuggle(ret
); /* shifts blanks down and to the left */
678 sg_check(ret
); /* checks for completeness or impossibility */
682 return NULL
; /* couldn't parse move string */
685 /* ----------------------------------------------------------------------
689 static void game_set_size(game_drawstate
*ds
, game_params
*params
,
693 ds
->tileinner
= tilesize
- ds
->tilegap
;
696 static void game_compute_size(game_params
*params
, int tilesize
,
699 /* Ick: fake up tile size variables for macro expansion purposes */
700 game_drawstate ads
, *ds
= &ads
;
701 game_set_size(ds
, params
, tilesize
);
703 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
- TILE_GAP
;
704 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
- TILE_GAP
;
707 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
709 float *ret
= snewn(3 * NCOLOURS
, float);
711 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
713 ret
[COL_1
* 3 + 0] = 0.0F
;
714 ret
[COL_1
* 3 + 1] = 0.0F
;
715 ret
[COL_1
* 3 + 2] = 1.0F
;
717 ret
[COL_2
* 3 + 0] = 0.0F
;
718 ret
[COL_2
* 3 + 1] = 0.5F
;
719 ret
[COL_2
* 3 + 2] = 0.0F
;
721 ret
[COL_3
* 3 + 0] = 1.0F
;
722 ret
[COL_3
* 3 + 1] = 0.0F
;
723 ret
[COL_3
* 3 + 2] = 0.0F
;
725 ret
[COL_4
* 3 + 0] = 1.0F
;
726 ret
[COL_4
* 3 + 1] = 1.0F
;
727 ret
[COL_4
* 3 + 2] = 0.0F
;
729 ret
[COL_5
* 3 + 0] = 1.0F
;
730 ret
[COL_5
* 3 + 1] = 0.0F
;
731 ret
[COL_5
* 3 + 2] = 1.0F
;
733 ret
[COL_6
* 3 + 0] = 0.0F
;
734 ret
[COL_6
* 3 + 1] = 1.0F
;
735 ret
[COL_6
* 3 + 2] = 1.0F
;
737 ret
[COL_7
* 3 + 0] = 0.5F
;
738 ret
[COL_7
* 3 + 1] = 0.5F
;
739 ret
[COL_7
* 3 + 2] = 1.0F
;
741 ret
[COL_8
* 3 + 0] = 0.5F
;
742 ret
[COL_8
* 3 + 1] = 1.0F
;
743 ret
[COL_8
* 3 + 2] = 0.5F
;
745 ret
[COL_9
* 3 + 0] = 1.0F
;
746 ret
[COL_9
* 3 + 1] = 0.5F
;
747 ret
[COL_9
* 3 + 2] = 0.5F
;
749 ret
[COL_IMPOSSIBLE
* 3 + 0] = 0.0F
;
750 ret
[COL_IMPOSSIBLE
* 3 + 1] = 0.0F
;
751 ret
[COL_IMPOSSIBLE
* 3 + 2] = 0.0F
;
753 ret
[COL_SEL
* 3 + 0] = 1.0F
;
754 ret
[COL_SEL
* 3 + 1] = 1.0F
;
755 ret
[COL_SEL
* 3 + 2] = 1.0F
;
757 ret
[COL_HIGHLIGHT
* 3 + 0] = 1.0F
;
758 ret
[COL_HIGHLIGHT
* 3 + 1] = 1.0F
;
759 ret
[COL_HIGHLIGHT
* 3 + 2] = 1.0F
;
761 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
762 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
763 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
765 *ncolours
= NCOLOURS
;
769 static game_drawstate
*game_new_drawstate(game_state
*state
)
771 struct game_drawstate
*ds
= snew(struct game_drawstate
);
775 ds
->tileinner
= ds
->tilegap
= 0; /* not decided yet */
776 ds
->tiles
= snewn(state
->n
, int);
777 for (i
= 0; i
< state
->n
; i
++)
783 static void game_free_drawstate(game_drawstate
*ds
)
789 /* Drawing routing for the tile at (x,y) is responsible for drawing
790 * itself and the gaps to its right and below. If we're the same colour
791 * as the tile to our right, then we fill in the gap; ditto below, and if
792 * both then we fill the teeny tiny square in the corner as well.
795 static void tile_redraw(frontend
*fe
, game_drawstate
*ds
,
796 int x
, int y
, int dright
, int dbelow
,
797 int tile
, int bgcolour
)
799 int outer
= bgcolour
, inner
= outer
, col
= tile
& TILE_COLMASK
;
802 if (tile
& TILE_IMPOSSIBLE
) {
804 inner
= COL_IMPOSSIBLE
;
805 } else if (tile
& TILE_SELECTED
) {
812 draw_rect(fe
, COORD(x
), COORD(y
), TILE_INNER
, TILE_INNER
, outer
);
813 draw_rect(fe
, COORD(x
)+TILE_INNER
/4, COORD(y
)+TILE_INNER
/4,
814 TILE_INNER
/2, TILE_INNER
/2, inner
);
817 draw_rect(fe
, COORD(x
)+TILE_INNER
, COORD(y
), TILE_GAP
, TILE_INNER
,
818 (tile
& TILE_JOINRIGHT
) ? outer
: bgcolour
);
820 draw_rect(fe
, COORD(x
), COORD(y
)+TILE_INNER
, TILE_INNER
, TILE_GAP
,
821 (tile
& TILE_JOINDOWN
) ? outer
: bgcolour
);
822 if (dright
&& dbelow
)
823 draw_rect(fe
, COORD(x
)+TILE_INNER
, COORD(y
)+TILE_INNER
, TILE_GAP
, TILE_GAP
,
824 (tile
& TILE_JOINDIAG
) ? outer
: bgcolour
);
826 if (tile
& TILE_HASSEL
) {
827 int sx
= COORD(x
)+2, sy
= COORD(y
)+2, ssz
= TILE_INNER
-5;
828 int scol
= (outer
== COL_SEL
) ? COL_LOWLIGHT
: COL_HIGHLIGHT
;
829 draw_line(fe
, sx
, sy
, sx
+ssz
, sy
, scol
);
830 draw_line(fe
, sx
+ssz
, sy
, sx
+ssz
, sy
+ssz
, scol
);
831 draw_line(fe
, sx
+ssz
, sy
+ssz
, sx
, sy
+ssz
, scol
);
832 draw_line(fe
, sx
, sy
+ssz
, sx
, sy
, scol
);
835 draw_update(fe
, COORD(x
), COORD(y
), TILE_SIZE
, TILE_SIZE
);
838 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
839 game_state
*state
, int dir
, game_ui
*ui
,
840 float animtime
, float flashtime
)
844 /* This was entirely cloned from fifteen.c; it should probably be
845 * moved into some generic 'draw-recessed-rectangle' utility fn. */
850 TILE_SIZE
* state
->params
.w
+ 2 * BORDER
,
851 TILE_SIZE
* state
->params
.h
+ 2 * BORDER
, COL_BACKGROUND
);
852 draw_update(fe
, 0, 0,
853 TILE_SIZE
* state
->params
.w
+ 2 * BORDER
,
854 TILE_SIZE
* state
->params
.h
+ 2 * BORDER
);
857 * Recessed area containing the whole puzzle.
859 coords
[0] = COORD(state
->params
.w
) + HIGHLIGHT_WIDTH
- 1 - TILE_GAP
;
860 coords
[1] = COORD(state
->params
.h
) + HIGHLIGHT_WIDTH
- 1 - TILE_GAP
;
861 coords
[2] = COORD(state
->params
.w
) + HIGHLIGHT_WIDTH
- 1 - TILE_GAP
;
862 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
863 coords
[4] = coords
[2] - TILE_SIZE
;
864 coords
[5] = coords
[3] + TILE_SIZE
;
865 coords
[8] = COORD(0) - HIGHLIGHT_WIDTH
;
866 coords
[9] = COORD(state
->params
.h
) + HIGHLIGHT_WIDTH
- 1 - TILE_GAP
;
867 coords
[6] = coords
[8] + TILE_SIZE
;
868 coords
[7] = coords
[9] - TILE_SIZE
;
869 draw_polygon(fe
, coords
, 5, COL_HIGHLIGHT
, COL_HIGHLIGHT
);
871 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
872 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
873 draw_polygon(fe
, coords
, 5, COL_LOWLIGHT
, COL_LOWLIGHT
);
878 if (flashtime
> 0.0) {
879 int frame
= (int)(flashtime
/ FLASH_FRAME
);
880 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
882 bgcolour
= COL_BACKGROUND
;
884 for (x
= 0; x
< state
->params
.w
; x
++) {
885 for (y
= 0; y
< state
->params
.h
; y
++) {
886 int i
= (state
->params
.w
* y
) + x
;
887 int col
= COL(state
,x
,y
), tile
= col
;
888 int dright
= (x
+1 < state
->params
.w
);
889 int dbelow
= (y
+1 < state
->params
.h
);
891 tile
|= ISSEL(ui
,x
,y
);
892 if (state
->impossible
)
893 tile
|= TILE_IMPOSSIBLE
;
894 if (dright
&& COL(state
,x
+1,y
) == col
)
895 tile
|= TILE_JOINRIGHT
;
896 if (dbelow
&& COL(state
,x
,y
+1) == col
)
897 tile
|= TILE_JOINDOWN
;
898 if ((tile
& TILE_JOINRIGHT
) && (tile
& TILE_JOINDOWN
) &&
899 COL(state
,x
+1,y
+1) == col
)
900 tile
|= TILE_JOINDIAG
;
902 if (ui
->displaysel
&& ui
->xsel
== x
&& ui
->ysel
== y
)
905 /* For now we're never expecting oldstate at all (because we have
906 * no animation); when we do we might well want to be looking
907 * at the tile colours from oldstate, not state. */
908 if ((oldstate
&& COL(oldstate
,x
,y
) != col
) ||
910 (ds
->bgcolour
!= bgcolour
) ||
911 (tile
!= ds
->tiles
[i
])) {
912 tile_redraw(fe
, ds
, x
, y
, dright
, dbelow
, tile
, bgcolour
);
917 ds
->bgcolour
= bgcolour
;
920 char status
[255], score
[80];
922 sprintf(score
, "Score: %d", state
->score
);
925 sprintf(status
, "COMPLETE! %s", score
);
926 else if (state
->impossible
)
927 sprintf(status
, "Cannot move! %s", score
);
928 else if (ui
->nselected
)
929 sprintf(status
, "%s Selected: %d (%d)",
930 score
, ui
->nselected
, npoints(&state
->params
, ui
->nselected
));
932 sprintf(status
, "%s", score
);
933 status_bar(fe
, status
);
937 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
938 int dir
, game_ui
*ui
)
943 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
944 int dir
, game_ui
*ui
)
946 if ((!oldstate
->complete
&& newstate
->complete
) ||
947 (!oldstate
->impossible
&& newstate
->impossible
))
948 return 2 * FLASH_FRAME
;
953 static int game_wants_statusbar(void)
958 static int game_timing_state(game_state
*state
)
964 #define thegame samegame
967 const struct game thegame
= {
968 "Same Game", "games.samegame",
975 TRUE
, game_configure
, custom_params
,
983 TRUE
, game_text_format
,
991 PREFERRED_TILE_SIZE
, game_compute_size
, game_set_size
,
998 game_wants_statusbar
,
999 FALSE
, game_timing_state
,
1000 0, /* mouse_priorities */