Quite a few instances of the Cardinal Error of Ctype were turned up
[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 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 */
53
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)
57
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); \
61 TILE(gs,x2,y2) = t; \
62 } while (0)
63
64 static int npoints(game_params *params, int nsel)
65 {
66 int sdiff = nsel - params->scoresub;
67 return (sdiff > 0) ? sdiff * sdiff : 0;
68 }
69
70 struct game_state {
71 struct game_params params;
72 int n;
73 int *tiles; /* colour only */
74 int score;
75 int complete, impossible;
76 };
77
78 static game_params *default_params(void)
79 {
80 game_params *ret = snew(game_params);
81 ret->w = 5;
82 ret->h = 5;
83 ret->ncols = 3;
84 ret->scoresub = 2;
85 return ret;
86 }
87
88 static const struct game_params samegame_presets[] = {
89 { 5, 5, 3, 2 },
90 { 10, 5, 3, 2 },
91 { 15, 10, 3, 2 },
92 { 15, 10, 4, 2 },
93 { 20, 15, 4, 2 }
94 };
95
96 static int game_fetch_preset(int i, char **name, game_params **params)
97 {
98 game_params *ret;
99 char str[80];
100
101 if (i < 0 || i >= lenof(samegame_presets))
102 return FALSE;
103
104 ret = snew(game_params);
105 *ret = samegame_presets[i];
106
107 sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols);
108
109 *name = dupstr(str);
110 *params = ret;
111 return TRUE;
112 }
113
114 static void free_params(game_params *params)
115 {
116 sfree(params);
117 }
118
119 static game_params *dup_params(game_params *params)
120 {
121 game_params *ret = snew(game_params);
122 *ret = *params; /* structure copy */
123 return ret;
124 }
125
126 static void decode_params(game_params *params, char const *string)
127 {
128 char const *p = string;
129
130 params->w = atoi(p);
131 while (*p && isdigit((unsigned char)*p)) p++;
132 if (*p == 'x') {
133 p++;
134 params->h = atoi(p);
135 while (*p && isdigit((unsigned char)*p)) p++;
136 } else {
137 params->h = params->w;
138 }
139 if (*p++ == 'c') {
140 params->ncols = atoi(p);
141 while (*p && isdigit((unsigned char)*p)) p++;
142 } else {
143 params->ncols = 3;
144 }
145 if (*p++ == 's') {
146 params->scoresub = atoi(p);
147 while (*p && isdigit((unsigned char)*p)) p++;
148 } else {
149 params->scoresub = 2;
150 }
151 }
152
153 static char *encode_params(game_params *params, int full)
154 {
155 char ret[80];
156
157 sprintf(ret, "%dx%dc%ds%d",
158 params->w, params->h, params->ncols, params->scoresub);
159 return dupstr(ret);
160 }
161
162 static config_item *game_configure(game_params *params)
163 {
164 config_item *ret;
165 char buf[80];
166
167 ret = snewn(5, config_item);
168
169 ret[0].name = "Width";
170 ret[0].type = C_STRING;
171 sprintf(buf, "%d", params->w);
172 ret[0].sval = dupstr(buf);
173 ret[0].ival = 0;
174
175 ret[1].name = "Height";
176 ret[1].type = C_STRING;
177 sprintf(buf, "%d", params->h);
178 ret[1].sval = dupstr(buf);
179 ret[1].ival = 0;
180
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);
185 ret[2].ival = 0;
186
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;
191
192 ret[4].name = NULL;
193 ret[4].type = C_END;
194 ret[4].sval = NULL;
195 ret[4].ival = 0;
196
197 return ret;
198 }
199
200 static game_params *custom_params(config_item *cfg)
201 {
202 game_params *ret = snew(game_params);
203
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;
208
209 return ret;
210 }
211
212 static char *validate_params(game_params *params, int full)
213 {
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";
220
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";
225
226 if ((params->scoresub < 1) || (params->scoresub > 2))
227 return "Scoring system not recognised";
228
229 return NULL;
230 }
231
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.
237 *
238 * It does at least make sure that there are >= 2 of each colour
239 * present at the start.
240 */
241
242 static char *new_game_desc(game_params *params, random_state *rs,
243 char **aux, int interactive)
244 {
245 char *ret;
246 int n, i, j, c, retlen, *tiles;
247
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 char *validate_desc(game_params *params, char *desc)
286 {
287 int area = params->w * params->h, i;
288 char *p = desc;
289
290 for (i = 0; i < area; i++) {
291 char *q = p;
292 int n;
293
294 if (!isdigit((unsigned char)*p))
295 return "Not enough numbers in string";
296 while (isdigit((unsigned char)*p)) p++;
297
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";
302
303 n = atoi(q);
304 if (n < 0 || n > params->ncols)
305 return "Colour out of range";
306
307 if (*p) p++; /* eat comma */
308 }
309 return NULL;
310 }
311
312 static game_state *new_game(midend_data *me, game_params *params, char *desc)
313 {
314 game_state *state = snew(game_state);
315 char *p = desc;
316 int i;
317
318 state->params = *params; /* struct copy */
319 state->n = state->params.w * state->params.h;
320 state->tiles = snewn(state->n, int);
321
322 for (i = 0; i < state->n; i++) {
323 assert(*p);
324 state->tiles[i] = atoi(p);
325 while (*p && *p != ',')
326 p++;
327 if (*p) p++; /* eat comma */
328 }
329 state->complete = state->impossible = 0;
330 state->score = 0;
331
332 return state;
333 }
334
335 static game_state *dup_game(game_state *state)
336 {
337 game_state *ret = snew(game_state);
338
339 *ret = *state; /* structure copy, except... */
340
341 ret->tiles = snewn(state->n, int);
342 memcpy(ret->tiles, state->tiles, state->n * sizeof(int));
343
344 return ret;
345 }
346
347 static void free_game(game_state *state)
348 {
349 sfree(state->tiles);
350 sfree(state);
351 }
352
353 static char *solve_game(game_state *state, game_state *currstate,
354 char *aux, char **error)
355 {
356 return NULL;
357 }
358
359 static char *game_text_format(game_state *state)
360 {
361 char *ret, *p;
362 int x, y, maxlen;
363
364 maxlen = state->params.h * (state->params.w + 1);
365 ret = snewn(maxlen+1, char);
366 p = ret;
367
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);
374 }
375 *p++ = '\n';
376 }
377 assert(p - ret == maxlen);
378 *p = '\0';
379 return ret;
380 }
381
382 struct game_ui {
383 struct game_params params;
384 int *tiles; /* selected-ness only */
385 int nselected;
386 int xsel, ysel, displaysel;
387 };
388
389 static game_ui *new_ui(game_state *state)
390 {
391 game_ui *ui = snew(game_ui);
392
393 ui->params = state->params; /* structure copy */
394 ui->tiles = snewn(state->n, int);
395 memset(ui->tiles, 0, state->n*sizeof(int));
396 ui->nselected = 0;
397
398 ui->xsel = ui->ysel = ui->displaysel = 0;
399
400 return ui;
401 }
402
403 static void free_ui(game_ui *ui)
404 {
405 sfree(ui->tiles);
406 sfree(ui);
407 }
408
409 static char *encode_ui(game_ui *ui)
410 {
411 return NULL;
412 }
413
414 static void decode_ui(game_ui *ui, char *encoding)
415 {
416 }
417
418 static void sel_clear(game_ui *ui, game_state *state)
419 {
420 int i;
421
422 for (i = 0; i < state->n; i++)
423 ui->tiles[i] &= ~TILE_SELECTED;
424 ui->nselected = 0;
425 }
426
427
428 static void game_changed_state(game_ui *ui, game_state *oldstate,
429 game_state *newstate)
430 {
431 sel_clear(ui, newstate);
432
433 /*
434 * If the game state has just changed into an unplayable one
435 * (either completed or impossible), we vanish the keyboard-
436 * control cursor.
437 */
438 if (newstate->complete || newstate->impossible)
439 ui->displaysel = 0;
440 }
441
442 static char *sel_movedesc(game_ui *ui, game_state *state)
443 {
444 int i;
445 char *ret, *sep, buf[80];
446 int retlen, retsize;
447
448 retsize = 256;
449 ret = snewn(retsize, char);
450 retlen = 0;
451 ret[retlen++] = 'M';
452 sep = "";
453
454 for (i = 0; i < state->n; i++) {
455 if (ui->tiles[i] & TILE_SELECTED) {
456 sprintf(buf, "%s%d", sep, i);
457 sep = ",";
458 if (retlen + strlen(buf) >= retsize) {
459 retsize = retlen + strlen(buf) + 256;
460 ret = sresize(ret, retsize, char);
461 }
462 strcpy(ret + retlen, buf);
463 retlen += strlen(buf);
464
465 ui->tiles[i] &= ~TILE_SELECTED;
466 }
467 }
468 ui->nselected = 0;
469
470 assert(retlen < retsize);
471 ret[retlen++] = '\0';
472 return sresize(ret, retlen, char);
473 }
474
475 static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
476 {
477 int ns = 1, nadded, x, y, c;
478
479 TILE(ui,tx,ty) |= TILE_SELECTED;
480 do {
481 nadded = 0;
482
483 for (x = 0; x < state->params.w; x++) {
484 for (y = 0; y < state->params.h; y++) {
485 if (x == tx && y == ty) continue;
486 if (ISSEL(ui,x,y)) continue;
487
488 c = COL(state,x,y);
489 if ((x > 0) &&
490 ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) {
491 TILE(ui,x,y) |= TILE_SELECTED;
492 nadded++;
493 continue;
494 }
495
496 if ((x+1 < state->params.w) &&
497 ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) {
498 TILE(ui,x,y) |= TILE_SELECTED;
499 nadded++;
500 continue;
501 }
502
503 if ((y > 0) &&
504 ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) {
505 TILE(ui,x,y) |= TILE_SELECTED;
506 nadded++;
507 continue;
508 }
509
510 if ((y+1 < state->params.h) &&
511 ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) {
512 TILE(ui,x,y) |= TILE_SELECTED;
513 nadded++;
514 continue;
515 }
516 }
517 }
518 ns += nadded;
519 } while (nadded > 0);
520
521 if (ns > 1) {
522 ui->nselected = ns;
523 } else {
524 sel_clear(ui, state);
525 }
526 }
527
528 static int sg_emptycol(game_state *ret, int x)
529 {
530 int y;
531 for (y = 0; y < ret->params.h; y++) {
532 if (COL(ret,x,y)) return 0;
533 }
534 return 1;
535 }
536
537
538 static void sg_snuggle(game_state *ret)
539 {
540 int x,y, ndone;
541
542 /* make all unsupported tiles fall down. */
543 do {
544 ndone = 0;
545 for (x = 0; x < ret->params.w; x++) {
546 for (y = ret->params.h-1; y > 0; y--) {
547 if (COL(ret,x,y) != 0) continue;
548 if (COL(ret,x,y-1) != 0) {
549 SWAPTILE(ret,x,y,x,y-1);
550 ndone++;
551 }
552 }
553 }
554 } while (ndone);
555
556 /* shuffle all columns as far left as they can go. */
557 do {
558 ndone = 0;
559 for (x = 0; x < ret->params.w-1; x++) {
560 if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
561 ndone++;
562 for (y = 0; y < ret->params.h; y++) {
563 SWAPTILE(ret,x,y,x+1,y);
564 }
565 }
566 }
567 } while (ndone);
568 }
569
570 static void sg_check(game_state *ret)
571 {
572 int x,y, complete = 1, impossible = 1;
573
574 for (x = 0; x < ret->params.w; x++) {
575 for (y = 0; y < ret->params.h; y++) {
576 if (COL(ret,x,y) == 0)
577 continue;
578 complete = 0;
579 if (x+1 < ret->params.w) {
580 if (COL(ret,x,y) == COL(ret,x+1,y))
581 impossible = 0;
582 }
583 if (y+1 < ret->params.h) {
584 if (COL(ret,x,y) == COL(ret,x,y+1))
585 impossible = 0;
586 }
587 }
588 }
589 ret->complete = complete;
590 ret->impossible = impossible;
591 }
592
593 struct game_drawstate {
594 int started, bgcolour;
595 int tileinner, tilegap;
596 int *tiles; /* contains colour and SELECTED. */
597 };
598
599 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
600 int x, int y, int button)
601 {
602 int tx, ty;
603 char *ret = "";
604
605 ui->displaysel = 0;
606
607 if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
608 tx = FROMCOORD(x); ty= FROMCOORD(y);
609 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
610 button == CURSOR_LEFT || button == CURSOR_RIGHT) {
611 int dx = 0, dy = 0;
612 ui->displaysel = 1;
613 dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
614 dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
615 ui->xsel = (ui->xsel + state->params.w + dx) % state->params.w;
616 ui->ysel = (ui->ysel + state->params.h + dy) % state->params.h;
617 return ret;
618 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
619 button == '\n') {
620 ui->displaysel = 1;
621 tx = ui->xsel;
622 ty = ui->ysel;
623 } else
624 return NULL;
625
626 if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h)
627 return NULL;
628 if (COL(state, tx, ty) == 0) return NULL;
629
630 if (ISSEL(ui,tx,ty)) {
631 if (button == RIGHT_BUTTON)
632 sel_clear(ui, state);
633 else
634 ret = sel_movedesc(ui, state);
635 } else {
636 sel_clear(ui, state); /* might be no-op */
637 sel_expand(ui, state, tx, ty);
638 }
639
640 return ret;
641 }
642
643 static game_state *execute_move(game_state *from, char *move)
644 {
645 int i, n;
646 game_state *ret;
647
648 if (move[0] == 'M') {
649 ret = dup_game(from);
650
651 n = 0;
652 move++;
653
654 while (*move) {
655 i = atoi(move);
656 if (i < 0 || i >= ret->n) {
657 free_game(ret);
658 return NULL;
659 }
660 n++;
661 ret->tiles[i] = 0;
662
663 while (*move && isdigit((unsigned char)*move)) move++;
664 if (*move == ',') move++;
665 }
666
667 ret->score += npoints(&ret->params, n);
668
669 sg_snuggle(ret); /* shifts blanks down and to the left */
670 sg_check(ret); /* checks for completeness or impossibility */
671
672 return ret;
673 } else
674 return NULL; /* couldn't parse move string */
675 }
676
677 /* ----------------------------------------------------------------------
678 * Drawing routines.
679 */
680
681 static void game_set_size(game_drawstate *ds, game_params *params,
682 int tilesize)
683 {
684 ds->tilegap = 2;
685 ds->tileinner = tilesize - ds->tilegap;
686 }
687
688 static void game_compute_size(game_params *params, int tilesize,
689 int *x, int *y)
690 {
691 /* Ick: fake up tile size variables for macro expansion purposes */
692 game_drawstate ads, *ds = &ads;
693 game_set_size(ds, params, tilesize);
694
695 *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
696 *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
697 }
698
699 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
700 {
701 float *ret = snewn(3 * NCOLOURS, float);
702
703 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
704
705 ret[COL_1 * 3 + 0] = 0.0F;
706 ret[COL_1 * 3 + 1] = 0.0F;
707 ret[COL_1 * 3 + 2] = 1.0F;
708
709 ret[COL_2 * 3 + 0] = 0.0F;
710 ret[COL_2 * 3 + 1] = 0.5F;
711 ret[COL_2 * 3 + 2] = 0.0F;
712
713 ret[COL_3 * 3 + 0] = 1.0F;
714 ret[COL_3 * 3 + 1] = 0.0F;
715 ret[COL_3 * 3 + 2] = 0.0F;
716
717 ret[COL_4 * 3 + 0] = 1.0F;
718 ret[COL_4 * 3 + 1] = 1.0F;
719 ret[COL_4 * 3 + 2] = 0.0F;
720
721 ret[COL_5 * 3 + 0] = 1.0F;
722 ret[COL_5 * 3 + 1] = 0.0F;
723 ret[COL_5 * 3 + 2] = 1.0F;
724
725 ret[COL_6 * 3 + 0] = 0.0F;
726 ret[COL_6 * 3 + 1] = 1.0F;
727 ret[COL_6 * 3 + 2] = 1.0F;
728
729 ret[COL_7 * 3 + 0] = 0.5F;
730 ret[COL_7 * 3 + 1] = 0.5F;
731 ret[COL_7 * 3 + 2] = 1.0F;
732
733 ret[COL_8 * 3 + 0] = 0.5F;
734 ret[COL_8 * 3 + 1] = 1.0F;
735 ret[COL_8 * 3 + 2] = 0.5F;
736
737 ret[COL_9 * 3 + 0] = 1.0F;
738 ret[COL_9 * 3 + 1] = 0.5F;
739 ret[COL_9 * 3 + 2] = 0.5F;
740
741 ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
742 ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
743 ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F;
744
745 ret[COL_SEL * 3 + 0] = 1.0F;
746 ret[COL_SEL * 3 + 1] = 1.0F;
747 ret[COL_SEL * 3 + 2] = 1.0F;
748
749 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
750 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
751 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
752
753 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
754 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
755 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
756
757 *ncolours = NCOLOURS;
758 return ret;
759 }
760
761 static game_drawstate *game_new_drawstate(game_state *state)
762 {
763 struct game_drawstate *ds = snew(struct game_drawstate);
764 int i;
765
766 ds->started = 0;
767 ds->tileinner = ds->tilegap = 0; /* not decided yet */
768 ds->tiles = snewn(state->n, int);
769 for (i = 0; i < state->n; i++)
770 ds->tiles[i] = -1;
771
772 return ds;
773 }
774
775 static void game_free_drawstate(game_drawstate *ds)
776 {
777 sfree(ds->tiles);
778 sfree(ds);
779 }
780
781 /* Drawing routing for the tile at (x,y) is responsible for drawing
782 * itself and the gaps to its right and below. If we're the same colour
783 * as the tile to our right, then we fill in the gap; ditto below, and if
784 * both then we fill the teeny tiny square in the corner as well.
785 */
786
787 static void tile_redraw(frontend *fe, game_drawstate *ds,
788 int x, int y, int dright, int dbelow,
789 int tile, int bgcolour)
790 {
791 int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
792
793 if (col) {
794 if (tile & TILE_IMPOSSIBLE) {
795 outer = col;
796 inner = COL_IMPOSSIBLE;
797 } else if (tile & TILE_SELECTED) {
798 outer = COL_SEL;
799 inner = col;
800 } else {
801 outer = inner = col;
802 }
803 }
804 draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
805 draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
806 TILE_INNER/2, TILE_INNER/2, inner);
807
808 if (dright)
809 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
810 (tile & TILE_JOINRIGHT) ? outer : bgcolour);
811 if (dbelow)
812 draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
813 (tile & TILE_JOINDOWN) ? outer : bgcolour);
814 if (dright && dbelow)
815 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
816 (tile & TILE_JOINDIAG) ? outer : bgcolour);
817
818 if (tile & TILE_HASSEL) {
819 int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
820 int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
821 draw_line(fe, sx, sy, sx+ssz, sy, scol);
822 draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol);
823 draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol);
824 draw_line(fe, sx, sy+ssz, sx, sy, scol);
825 }
826
827 draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
828 }
829
830 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
831 game_state *state, int dir, game_ui *ui,
832 float animtime, float flashtime)
833 {
834 int bgcolour, x, y;
835
836 /* This was entirely cloned from fifteen.c; it should probably be
837 * moved into some generic 'draw-recessed-rectangle' utility fn. */
838 if (!ds->started) {
839 int coords[10];
840
841 draw_rect(fe, 0, 0,
842 TILE_SIZE * state->params.w + 2 * BORDER,
843 TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
844 draw_update(fe, 0, 0,
845 TILE_SIZE * state->params.w + 2 * BORDER,
846 TILE_SIZE * state->params.h + 2 * BORDER);
847
848 /*
849 * Recessed area containing the whole puzzle.
850 */
851 coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
852 coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
853 coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
854 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
855 coords[4] = coords[2] - TILE_SIZE;
856 coords[5] = coords[3] + TILE_SIZE;
857 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
858 coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
859 coords[6] = coords[8] + TILE_SIZE;
860 coords[7] = coords[9] - TILE_SIZE;
861 draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
862
863 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
864 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
865 draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
866
867 ds->started = 1;
868 }
869
870 if (flashtime > 0.0) {
871 int frame = (int)(flashtime / FLASH_FRAME);
872 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
873 } else
874 bgcolour = COL_BACKGROUND;
875
876 for (x = 0; x < state->params.w; x++) {
877 for (y = 0; y < state->params.h; y++) {
878 int i = (state->params.w * y) + x;
879 int col = COL(state,x,y), tile = col;
880 int dright = (x+1 < state->params.w);
881 int dbelow = (y+1 < state->params.h);
882
883 tile |= ISSEL(ui,x,y);
884 if (state->impossible)
885 tile |= TILE_IMPOSSIBLE;
886 if (dright && COL(state,x+1,y) == col)
887 tile |= TILE_JOINRIGHT;
888 if (dbelow && COL(state,x,y+1) == col)
889 tile |= TILE_JOINDOWN;
890 if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
891 COL(state,x+1,y+1) == col)
892 tile |= TILE_JOINDIAG;
893
894 if (ui->displaysel && ui->xsel == x && ui->ysel == y)
895 tile |= TILE_HASSEL;
896
897 /* For now we're never expecting oldstate at all (because we have
898 * no animation); when we do we might well want to be looking
899 * at the tile colours from oldstate, not state. */
900 if ((oldstate && COL(oldstate,x,y) != col) ||
901 (flashtime > 0.0) ||
902 (ds->bgcolour != bgcolour) ||
903 (tile != ds->tiles[i])) {
904 tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);
905 ds->tiles[i] = tile;
906 }
907 }
908 }
909 ds->bgcolour = bgcolour;
910
911 {
912 char status[255], score[80];
913
914 sprintf(score, "Score: %d", state->score);
915
916 if (state->complete)
917 sprintf(status, "COMPLETE! %s", score);
918 else if (state->impossible)
919 sprintf(status, "Cannot move! %s", score);
920 else if (ui->nselected)
921 sprintf(status, "%s Selected: %d (%d)",
922 score, ui->nselected, npoints(&state->params, ui->nselected));
923 else
924 sprintf(status, "%s", score);
925 status_bar(fe, status);
926 }
927 }
928
929 static float game_anim_length(game_state *oldstate, game_state *newstate,
930 int dir, game_ui *ui)
931 {
932 return 0.0F;
933 }
934
935 static float game_flash_length(game_state *oldstate, game_state *newstate,
936 int dir, game_ui *ui)
937 {
938 if ((!oldstate->complete && newstate->complete) ||
939 (!oldstate->impossible && newstate->impossible))
940 return 2 * FLASH_FRAME;
941 else
942 return 0.0F;
943 }
944
945 static int game_wants_statusbar(void)
946 {
947 return TRUE;
948 }
949
950 static int game_timing_state(game_state *state, game_ui *ui)
951 {
952 return TRUE;
953 }
954
955 #ifdef COMBINED
956 #define thegame samegame
957 #endif
958
959 const struct game thegame = {
960 "Same Game", "games.samegame",
961 default_params,
962 game_fetch_preset,
963 decode_params,
964 encode_params,
965 free_params,
966 dup_params,
967 TRUE, game_configure, custom_params,
968 validate_params,
969 new_game_desc,
970 validate_desc,
971 new_game,
972 dup_game,
973 free_game,
974 FALSE, solve_game,
975 TRUE, game_text_format,
976 new_ui,
977 free_ui,
978 encode_ui,
979 decode_ui,
980 game_changed_state,
981 interpret_move,
982 execute_move,
983 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
984 game_colours,
985 game_new_drawstate,
986 game_free_drawstate,
987 game_redraw,
988 game_anim_length,
989 game_flash_length,
990 game_wants_statusbar,
991 FALSE, game_timing_state,
992 0, /* mouse_priorities */
993 };