Re-architecting of the game backend interface. make_move() has been
[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)
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 game_aux_info **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 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 char *solve_game(game_state *state, game_state *currstate,
359 game_aux_info *aux, 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 int xsel, ysel, displaysel;
392 };
393
394 static game_ui *new_ui(game_state *state)
395 {
396 game_ui *ui = snew(game_ui);
397
398 ui->params = state->params; /* structure copy */
399 ui->tiles = snewn(state->n, int);
400 memset(ui->tiles, 0, state->n*sizeof(int));
401 ui->nselected = 0;
402
403 ui->xsel = ui->ysel = ui->displaysel = 0;
404
405 return ui;
406 }
407
408 static void free_ui(game_ui *ui)
409 {
410 sfree(ui->tiles);
411 sfree(ui);
412 }
413
414 static void sel_clear(game_ui *ui, game_state *state)
415 {
416 int i;
417
418 for (i = 0; i < state->n; i++)
419 ui->tiles[i] &= ~TILE_SELECTED;
420 ui->nselected = 0;
421 }
422
423
424 static void game_changed_state(game_ui *ui, game_state *oldstate,
425 game_state *newstate)
426 {
427 sel_clear(ui, newstate);
428 }
429
430 static char *sel_movedesc(game_ui *ui, game_state *state)
431 {
432 int i;
433 char *ret, *sep, buf[80];
434 int retlen, retsize;
435
436 retsize = 256;
437 ret = snewn(retsize, char);
438 retlen = 0;
439 ret[retlen++] = 'M';
440 sep = "";
441
442 for (i = 0; i < state->n; i++) {
443 if (ui->tiles[i] & TILE_SELECTED) {
444 sprintf(buf, "%s%d", sep, i);
445 sep = ",";
446 if (retlen + strlen(buf) >= retsize) {
447 retsize = retlen + strlen(buf) + 256;
448 ret = sresize(ret, retsize, char);
449 }
450 strcpy(ret + retlen, buf);
451 retlen += strlen(buf);
452
453 ui->tiles[i] &= ~TILE_SELECTED;
454 }
455 }
456 ui->nselected = 0;
457
458 assert(retlen < retsize);
459 ret[retlen++] = '\0';
460 return sresize(ret, retlen, char);
461 }
462
463 static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
464 {
465 int ns = 1, nadded, x, y, c;
466
467 TILE(ui,tx,ty) |= TILE_SELECTED;
468 do {
469 nadded = 0;
470
471 for (x = 0; x < state->params.w; x++) {
472 for (y = 0; y < state->params.h; y++) {
473 if (x == tx && y == ty) continue;
474 if (ISSEL(ui,x,y)) continue;
475
476 c = COL(state,x,y);
477 if ((x > 0) &&
478 ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) {
479 TILE(ui,x,y) |= TILE_SELECTED;
480 nadded++;
481 continue;
482 }
483
484 if ((x+1 < state->params.w) &&
485 ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) {
486 TILE(ui,x,y) |= TILE_SELECTED;
487 nadded++;
488 continue;
489 }
490
491 if ((y > 0) &&
492 ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) {
493 TILE(ui,x,y) |= TILE_SELECTED;
494 nadded++;
495 continue;
496 }
497
498 if ((y+1 < state->params.h) &&
499 ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) {
500 TILE(ui,x,y) |= TILE_SELECTED;
501 nadded++;
502 continue;
503 }
504 }
505 }
506 ns += nadded;
507 } while (nadded > 0);
508
509 if (ns > 1) {
510 ui->nselected = ns;
511 } else {
512 sel_clear(ui, state);
513 }
514 }
515
516 static int sg_emptycol(game_state *ret, int x)
517 {
518 int y;
519 for (y = 0; y < ret->params.h; y++) {
520 if (COL(ret,x,y)) return 0;
521 }
522 return 1;
523 }
524
525
526 static void sg_snuggle(game_state *ret)
527 {
528 int x,y, ndone;
529
530 /* make all unsupported tiles fall down. */
531 do {
532 ndone = 0;
533 for (x = 0; x < ret->params.w; x++) {
534 for (y = ret->params.h-1; y > 0; y--) {
535 if (COL(ret,x,y) != 0) continue;
536 if (COL(ret,x,y-1) != 0) {
537 SWAPTILE(ret,x,y,x,y-1);
538 ndone++;
539 }
540 }
541 }
542 } while (ndone);
543
544 /* shuffle all columns as far left as they can go. */
545 do {
546 ndone = 0;
547 for (x = 0; x < ret->params.w-1; x++) {
548 if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
549 ndone++;
550 for (y = 0; y < ret->params.h; y++) {
551 SWAPTILE(ret,x,y,x+1,y);
552 }
553 }
554 }
555 } while (ndone);
556 }
557
558 static void sg_check(game_state *ret)
559 {
560 int x,y, complete = 1, impossible = 1;
561
562 for (x = 0; x < ret->params.w; x++) {
563 for (y = 0; y < ret->params.h; y++) {
564 if (COL(ret,x,y) == 0)
565 continue;
566 complete = 0;
567 if (x+1 < ret->params.w) {
568 if (COL(ret,x,y) == COL(ret,x+1,y))
569 impossible = 0;
570 }
571 if (y+1 < ret->params.h) {
572 if (COL(ret,x,y) == COL(ret,x,y+1))
573 impossible = 0;
574 }
575 }
576 }
577 ret->complete = complete;
578 ret->impossible = impossible;
579 }
580
581 struct game_drawstate {
582 int started, bgcolour;
583 int tileinner, tilegap;
584 int *tiles; /* contains colour and SELECTED. */
585 };
586
587 static game_state *execute_move(game_state *from, char *move);
588
589 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
590 int x, int y, int button)
591 {
592 int tx, ty;
593 char *ret = "";
594
595 ui->displaysel = 0;
596
597 if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
598 tx = FROMCOORD(x); ty= FROMCOORD(y);
599 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
600 button == CURSOR_LEFT || button == CURSOR_RIGHT) {
601 int dx = 0, dy = 0;
602 ui->displaysel = 1;
603 dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
604 dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
605 ui->xsel = (ui->xsel + state->params.w + dx) % state->params.w;
606 ui->ysel = (ui->ysel + state->params.h + dy) % state->params.h;
607 return ret;
608 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
609 button == '\n') {
610 ui->displaysel = 1;
611 tx = ui->xsel;
612 ty = ui->ysel;
613 } else
614 return NULL;
615
616 if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h)
617 return NULL;
618 if (COL(state, tx, ty) == 0) return NULL;
619
620 if (ISSEL(ui,tx,ty)) {
621 if (button == RIGHT_BUTTON)
622 sel_clear(ui, state);
623 else {
624 game_state *tmp;
625
626 ret = sel_movedesc(ui, state);
627
628 /*
629 * Unfortunately, we must check for completeness or
630 * impossibility now, in order to update the game_ui;
631 * and we can't do that without constructing the new
632 * grid. Sigh.
633 */
634 tmp = execute_move(state, ret);
635 if (tmp->complete || tmp->impossible)
636 ui->displaysel = 0;
637 free_game(tmp);
638 }
639 } else {
640 sel_clear(ui, state); /* might be no-op */
641 sel_expand(ui, state, tx, ty);
642 }
643
644 return ret;
645 }
646
647 static game_state *execute_move(game_state *from, char *move)
648 {
649 int i, n;
650 game_state *ret;
651
652 if (move[0] == 'M') {
653 ret = dup_game(from);
654
655 n = 0;
656 move++;
657
658 while (*move) {
659 i = atoi(move);
660 if (i < 0 || i >= ret->n) {
661 free_game(ret);
662 return NULL;
663 }
664 n++;
665 ret->tiles[i] = 0;
666
667 while (*move && isdigit((unsigned char)*move)) move++;
668 if (*move == ',') move++;
669 }
670
671 ret->score += npoints(&ret->params, n);
672
673 sg_snuggle(ret); /* shifts blanks down and to the left */
674 sg_check(ret); /* checks for completeness or impossibility */
675
676 return ret;
677 } else
678 return NULL; /* couldn't parse move string */
679 }
680
681 /* ----------------------------------------------------------------------
682 * Drawing routines.
683 */
684
685 static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
686 int expand)
687 {
688 int tsx, tsy, ts;
689
690 /*
691 * We could choose the tile gap dynamically as well if we
692 * wanted to; for example, at low tile sizes it might be
693 * sensible to leave it out completely. However, for the moment
694 * and for the sake of simplicity I'm just going to fix it at
695 * 2.
696 */
697 ds->tilegap = 2;
698
699 /*
700 * Each window dimension equals the tile size (inner plus gap)
701 * times the grid dimension, plus another tile size (border is
702 * half the width of a tile), minus one tile gap.
703 *
704 * We must cast to unsigned before adding to *x and *y, since
705 * they might be INT_MAX!
706 */
707 tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1);
708 tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1);
709
710 ts = min(tsx, tsy);
711 if (expand)
712 ds->tileinner = ts - ds->tilegap;
713 else
714 ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - ds->tilegap;
715
716 *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
717 *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
718 }
719
720 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
721 {
722 float *ret = snewn(3 * NCOLOURS, float);
723
724 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
725
726 ret[COL_1 * 3 + 0] = 0.0F;
727 ret[COL_1 * 3 + 1] = 0.0F;
728 ret[COL_1 * 3 + 2] = 1.0F;
729
730 ret[COL_2 * 3 + 0] = 0.0F;
731 ret[COL_2 * 3 + 1] = 0.5F;
732 ret[COL_2 * 3 + 2] = 0.0F;
733
734 ret[COL_3 * 3 + 0] = 1.0F;
735 ret[COL_3 * 3 + 1] = 0.0F;
736 ret[COL_3 * 3 + 2] = 0.0F;
737
738 ret[COL_4 * 3 + 0] = 1.0F;
739 ret[COL_4 * 3 + 1] = 1.0F;
740 ret[COL_4 * 3 + 2] = 0.0F;
741
742 ret[COL_5 * 3 + 0] = 1.0F;
743 ret[COL_5 * 3 + 1] = 0.0F;
744 ret[COL_5 * 3 + 2] = 1.0F;
745
746 ret[COL_6 * 3 + 0] = 0.0F;
747 ret[COL_6 * 3 + 1] = 1.0F;
748 ret[COL_6 * 3 + 2] = 1.0F;
749
750 ret[COL_7 * 3 + 0] = 0.5F;
751 ret[COL_7 * 3 + 1] = 0.5F;
752 ret[COL_7 * 3 + 2] = 1.0F;
753
754 ret[COL_8 * 3 + 0] = 0.5F;
755 ret[COL_8 * 3 + 1] = 1.0F;
756 ret[COL_8 * 3 + 2] = 0.5F;
757
758 ret[COL_9 * 3 + 0] = 1.0F;
759 ret[COL_9 * 3 + 1] = 0.5F;
760 ret[COL_9 * 3 + 2] = 0.5F;
761
762 ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
763 ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
764 ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F;
765
766 ret[COL_SEL * 3 + 0] = 1.0F;
767 ret[COL_SEL * 3 + 1] = 1.0F;
768 ret[COL_SEL * 3 + 2] = 1.0F;
769
770 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
771 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
772 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
773
774 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
775 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
776 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
777
778 *ncolours = NCOLOURS;
779 return ret;
780 }
781
782 static game_drawstate *game_new_drawstate(game_state *state)
783 {
784 struct game_drawstate *ds = snew(struct game_drawstate);
785 int i;
786
787 ds->started = 0;
788 ds->tileinner = ds->tilegap = 0; /* not decided yet */
789 ds->tiles = snewn(state->n, int);
790 for (i = 0; i < state->n; i++)
791 ds->tiles[i] = -1;
792
793 return ds;
794 }
795
796 static void game_free_drawstate(game_drawstate *ds)
797 {
798 sfree(ds->tiles);
799 sfree(ds);
800 }
801
802 /* Drawing routing for the tile at (x,y) is responsible for drawing
803 * itself and the gaps to its right and below. If we're the same colour
804 * as the tile to our right, then we fill in the gap; ditto below, and if
805 * both then we fill the teeny tiny square in the corner as well.
806 */
807
808 static void tile_redraw(frontend *fe, game_drawstate *ds,
809 int x, int y, int dright, int dbelow,
810 int tile, int bgcolour)
811 {
812 int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
813
814 if (col) {
815 if (tile & TILE_IMPOSSIBLE) {
816 outer = col;
817 inner = COL_IMPOSSIBLE;
818 } else if (tile & TILE_SELECTED) {
819 outer = COL_SEL;
820 inner = col;
821 } else {
822 outer = inner = col;
823 }
824 }
825 draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
826 draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
827 TILE_INNER/2, TILE_INNER/2, inner);
828
829 if (dright)
830 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
831 (tile & TILE_JOINRIGHT) ? outer : bgcolour);
832 if (dbelow)
833 draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
834 (tile & TILE_JOINDOWN) ? outer : bgcolour);
835 if (dright && dbelow)
836 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
837 (tile & TILE_JOINDIAG) ? outer : bgcolour);
838
839 if (tile & TILE_HASSEL) {
840 int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
841 int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
842 draw_line(fe, sx, sy, sx+ssz, sy, scol);
843 draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol);
844 draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol);
845 draw_line(fe, sx, sy+ssz, sx, sy, scol);
846 }
847
848 draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
849 }
850
851 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
852 game_state *state, int dir, game_ui *ui,
853 float animtime, float flashtime)
854 {
855 int bgcolour, x, y;
856
857 /* This was entirely cloned from fifteen.c; it should probably be
858 * moved into some generic 'draw-recessed-rectangle' utility fn. */
859 if (!ds->started) {
860 int coords[10];
861
862 draw_rect(fe, 0, 0,
863 TILE_SIZE * state->params.w + 2 * BORDER,
864 TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
865 draw_update(fe, 0, 0,
866 TILE_SIZE * state->params.w + 2 * BORDER,
867 TILE_SIZE * state->params.h + 2 * BORDER);
868
869 /*
870 * Recessed area containing the whole puzzle.
871 */
872 coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
873 coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
874 coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
875 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
876 coords[4] = coords[2] - TILE_SIZE;
877 coords[5] = coords[3] + TILE_SIZE;
878 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
879 coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
880 coords[6] = coords[8] + TILE_SIZE;
881 coords[7] = coords[9] - TILE_SIZE;
882 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
883 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
884
885 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
886 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
887 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
888 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
889
890 ds->started = 1;
891 }
892
893 if (flashtime > 0.0) {
894 int frame = (int)(flashtime / FLASH_FRAME);
895 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
896 } else
897 bgcolour = COL_BACKGROUND;
898
899 for (x = 0; x < state->params.w; x++) {
900 for (y = 0; y < state->params.h; y++) {
901 int i = (state->params.w * y) + x;
902 int col = COL(state,x,y), tile = col;
903 int dright = (x+1 < state->params.w);
904 int dbelow = (y+1 < state->params.h);
905
906 tile |= ISSEL(ui,x,y);
907 if (state->impossible)
908 tile |= TILE_IMPOSSIBLE;
909 if (dright && COL(state,x+1,y) == col)
910 tile |= TILE_JOINRIGHT;
911 if (dbelow && COL(state,x,y+1) == col)
912 tile |= TILE_JOINDOWN;
913 if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
914 COL(state,x+1,y+1) == col)
915 tile |= TILE_JOINDIAG;
916
917 if (ui->displaysel && ui->xsel == x && ui->ysel == y)
918 tile |= TILE_HASSEL;
919
920 /* For now we're never expecting oldstate at all (because we have
921 * no animation); when we do we might well want to be looking
922 * at the tile colours from oldstate, not state. */
923 if ((oldstate && COL(oldstate,x,y) != col) ||
924 (flashtime > 0.0) ||
925 (ds->bgcolour != bgcolour) ||
926 (tile != ds->tiles[i])) {
927 tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);
928 ds->tiles[i] = tile;
929 }
930 }
931 }
932 ds->bgcolour = bgcolour;
933
934 {
935 char status[255], score[80];
936
937 sprintf(score, "Score: %d", state->score);
938
939 if (state->complete)
940 sprintf(status, "COMPLETE! %s", score);
941 else if (state->impossible)
942 sprintf(status, "Cannot move! %s", score);
943 else if (ui->nselected)
944 sprintf(status, "%s Selected: %d (%d)",
945 score, ui->nselected, npoints(&state->params, ui->nselected));
946 else
947 sprintf(status, "%s", score);
948 status_bar(fe, status);
949 }
950 }
951
952 static float game_anim_length(game_state *oldstate, game_state *newstate,
953 int dir, game_ui *ui)
954 {
955 return 0.0F;
956 }
957
958 static float game_flash_length(game_state *oldstate, game_state *newstate,
959 int dir, game_ui *ui)
960 {
961 if ((!oldstate->complete && newstate->complete) ||
962 (!oldstate->impossible && newstate->impossible))
963 return 2 * FLASH_FRAME;
964 else
965 return 0.0F;
966 }
967
968 static int game_wants_statusbar(void)
969 {
970 return TRUE;
971 }
972
973 static int game_timing_state(game_state *state)
974 {
975 return TRUE;
976 }
977
978 #ifdef COMBINED
979 #define thegame samegame
980 #endif
981
982 const struct game thegame = {
983 "Same Game", "games.samegame",
984 default_params,
985 game_fetch_preset,
986 decode_params,
987 encode_params,
988 free_params,
989 dup_params,
990 TRUE, game_configure, custom_params,
991 validate_params,
992 new_game_desc,
993 game_free_aux_info,
994 validate_desc,
995 new_game,
996 dup_game,
997 free_game,
998 FALSE, solve_game,
999 TRUE, game_text_format,
1000 new_ui,
1001 free_ui,
1002 game_changed_state,
1003 interpret_move,
1004 execute_move,
1005 game_size,
1006 game_colours,
1007 game_new_drawstate,
1008 game_free_drawstate,
1009 game_redraw,
1010 game_anim_length,
1011 game_flash_length,
1012 game_wants_statusbar,
1013 FALSE, game_timing_state,
1014 0, /* mouse_priorities */
1015 };