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 game_aux_info
**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 void game_free_aux_info(game_aux_info
*aux
)
287 assert(!"Shouldn't happen");
290 static char *validate_desc(game_params
*params
, char *desc
)
292 int area
= params
->w
* params
->h
, i
;
295 for (i
= 0; i
< area
; i
++) {
300 return "Not enough numbers in string";
301 while (isdigit(*p
)) p
++;
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";
309 if (n
< 0 || n
> params
->ncols
)
310 return "Colour out of range";
312 if (*p
) p
++; /* eat comma */
317 static game_state
*new_game(midend_data
*me
, game_params
*params
, char *desc
)
319 game_state
*state
= snew(game_state
);
323 state
->params
= *params
; /* struct copy */
324 state
->n
= state
->params
.w
* state
->params
.h
;
325 state
->tiles
= snewn(state
->n
, int);
327 for (i
= 0; i
< state
->n
; i
++) {
329 state
->tiles
[i
] = atoi(p
);
330 while (*p
&& *p
!= ',')
332 if (*p
) p
++; /* eat comma */
334 state
->complete
= state
->impossible
= 0;
340 static game_state
*dup_game(game_state
*state
)
342 game_state
*ret
= snew(game_state
);
344 *ret
= *state
; /* structure copy, except... */
346 ret
->tiles
= snewn(state
->n
, int);
347 memcpy(ret
->tiles
, state
->tiles
, state
->n
* sizeof(int));
352 static void free_game(game_state
*state
)
358 static char *solve_game(game_state
*state
, game_state
*currstate
,
359 game_aux_info
*aux
, char **error
)
364 static char *game_text_format(game_state
*state
)
369 maxlen
= state
->params
.h
* (state
->params
.w
+ 1);
370 ret
= snewn(maxlen
+1, char);
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);
382 assert(p
- ret
== maxlen
);
388 struct game_params params
;
389 int *tiles
; /* selected-ness only */
391 int xsel
, ysel
, displaysel
;
394 static game_ui
*new_ui(game_state
*state
)
396 game_ui
*ui
= snew(game_ui
);
398 ui
->params
= state
->params
; /* structure copy */
399 ui
->tiles
= snewn(state
->n
, int);
400 memset(ui
->tiles
, 0, state
->n
*sizeof(int));
403 ui
->xsel
= ui
->ysel
= ui
->displaysel
= 0;
408 static void free_ui(game_ui
*ui
)
414 static void sel_clear(game_ui
*ui
, game_state
*state
)
418 for (i
= 0; i
< state
->n
; i
++)
419 ui
->tiles
[i
] &= ~TILE_SELECTED
;
424 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
425 game_state
*newstate
)
427 sel_clear(ui
, newstate
);
430 static char *sel_movedesc(game_ui
*ui
, game_state
*state
)
433 char *ret
, *sep
, buf
[80];
437 ret
= snewn(retsize
, char);
442 for (i
= 0; i
< state
->n
; i
++) {
443 if (ui
->tiles
[i
] & TILE_SELECTED
) {
444 sprintf(buf
, "%s%d", sep
, i
);
446 if (retlen
+ strlen(buf
) >= retsize
) {
447 retsize
= retlen
+ strlen(buf
) + 256;
448 ret
= sresize(ret
, retsize
, char);
450 strcpy(ret
+ retlen
, buf
);
451 retlen
+= strlen(buf
);
453 ui
->tiles
[i
] &= ~TILE_SELECTED
;
458 assert(retlen
< retsize
);
459 ret
[retlen
++] = '\0';
460 return sresize(ret
, retlen
, char);
463 static void sel_expand(game_ui
*ui
, game_state
*state
, int tx
, int ty
)
465 int ns
= 1, nadded
, x
, y
, c
;
467 TILE(ui
,tx
,ty
) |= TILE_SELECTED
;
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;
478 ISSEL(ui
,x
-1,y
) && COL(state
,x
-1,y
) == c
) {
479 TILE(ui
,x
,y
) |= TILE_SELECTED
;
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
;
492 ISSEL(ui
,x
,y
-1) && COL(state
,x
,y
-1) == c
) {
493 TILE(ui
,x
,y
) |= TILE_SELECTED
;
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
;
507 } while (nadded
> 0);
512 sel_clear(ui
, state
);
516 static int sg_emptycol(game_state
*ret
, int x
)
519 for (y
= 0; y
< ret
->params
.h
; y
++) {
520 if (COL(ret
,x
,y
)) return 0;
526 static void sg_snuggle(game_state
*ret
)
530 /* make all unsupported tiles fall down. */
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);
544 /* shuffle all columns as far left as they can go. */
547 for (x
= 0; x
< ret
->params
.w
-1; x
++) {
548 if (sg_emptycol(ret
,x
) && !sg_emptycol(ret
,x
+1)) {
550 for (y
= 0; y
< ret
->params
.h
; y
++) {
551 SWAPTILE(ret
,x
,y
,x
+1,y
);
558 static void sg_check(game_state
*ret
)
560 int x
,y
, complete
= 1, impossible
= 1;
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)
567 if (x
+1 < ret
->params
.w
) {
568 if (COL(ret
,x
,y
) == COL(ret
,x
+1,y
))
571 if (y
+1 < ret
->params
.h
) {
572 if (COL(ret
,x
,y
) == COL(ret
,x
,y
+1))
577 ret
->complete
= complete
;
578 ret
->impossible
= impossible
;
581 struct game_drawstate
{
582 int started
, bgcolour
;
583 int tileinner
, tilegap
;
584 int *tiles
; /* contains colour and SELECTED. */
587 static game_state
*execute_move(game_state
*from
, char *move
);
589 static char *interpret_move(game_state
*state
, game_ui
*ui
, game_drawstate
*ds
,
590 int x
, int y
, int button
)
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
) {
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
;
608 } else if (button
== CURSOR_SELECT
|| button
== ' ' || button
== '\r' ||
616 if (tx
< 0 || tx
>= state
->params
.w
|| ty
< 0 || ty
>= state
->params
.h
)
618 if (COL(state
, tx
, ty
) == 0) return NULL
;
620 if (ISSEL(ui
,tx
,ty
)) {
621 if (button
== RIGHT_BUTTON
)
622 sel_clear(ui
, state
);
626 ret
= sel_movedesc(ui
, state
);
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
634 tmp
= execute_move(state
, ret
);
635 if (tmp
->complete
|| tmp
->impossible
)
640 sel_clear(ui
, state
); /* might be no-op */
641 sel_expand(ui
, state
, tx
, ty
);
647 static game_state
*execute_move(game_state
*from
, char *move
)
652 if (move
[0] == 'M') {
653 ret
= dup_game(from
);
660 if (i
< 0 || i
>= ret
->n
) {
667 while (*move
&& isdigit((unsigned char)*move
)) move
++;
668 if (*move
== ',') move
++;
671 ret
->score
+= npoints(&ret
->params
, n
);
673 sg_snuggle(ret
); /* shifts blanks down and to the left */
674 sg_check(ret
); /* checks for completeness or impossibility */
678 return NULL
; /* couldn't parse move string */
681 /* ----------------------------------------------------------------------
685 static void game_size(game_params
*params
, game_drawstate
*ds
, int *x
, int *y
,
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
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.
704 * We must cast to unsigned before adding to *x and *y, since
705 * they might be INT_MAX!
707 tsx
= (unsigned)(*x
+ ds
->tilegap
) / (params
->w
+ 1);
708 tsy
= (unsigned)(*y
+ ds
->tilegap
) / (params
->h
+ 1);
712 ds
->tileinner
= ts
- ds
->tilegap
;
714 ds
->tileinner
= min(ts
, PREFERRED_TILE_SIZE
) - ds
->tilegap
;
716 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
- TILE_GAP
;
717 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
- TILE_GAP
;
720 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
722 float *ret
= snewn(3 * NCOLOURS
, float);
724 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
726 ret
[COL_1
* 3 + 0] = 0.0F
;
727 ret
[COL_1
* 3 + 1] = 0.0F
;
728 ret
[COL_1
* 3 + 2] = 1.0F
;
730 ret
[COL_2
* 3 + 0] = 0.0F
;
731 ret
[COL_2
* 3 + 1] = 0.5F
;
732 ret
[COL_2
* 3 + 2] = 0.0F
;
734 ret
[COL_3
* 3 + 0] = 1.0F
;
735 ret
[COL_3
* 3 + 1] = 0.0F
;
736 ret
[COL_3
* 3 + 2] = 0.0F
;
738 ret
[COL_4
* 3 + 0] = 1.0F
;
739 ret
[COL_4
* 3 + 1] = 1.0F
;
740 ret
[COL_4
* 3 + 2] = 0.0F
;
742 ret
[COL_5
* 3 + 0] = 1.0F
;
743 ret
[COL_5
* 3 + 1] = 0.0F
;
744 ret
[COL_5
* 3 + 2] = 1.0F
;
746 ret
[COL_6
* 3 + 0] = 0.0F
;
747 ret
[COL_6
* 3 + 1] = 1.0F
;
748 ret
[COL_6
* 3 + 2] = 1.0F
;
750 ret
[COL_7
* 3 + 0] = 0.5F
;
751 ret
[COL_7
* 3 + 1] = 0.5F
;
752 ret
[COL_7
* 3 + 2] = 1.0F
;
754 ret
[COL_8
* 3 + 0] = 0.5F
;
755 ret
[COL_8
* 3 + 1] = 1.0F
;
756 ret
[COL_8
* 3 + 2] = 0.5F
;
758 ret
[COL_9
* 3 + 0] = 1.0F
;
759 ret
[COL_9
* 3 + 1] = 0.5F
;
760 ret
[COL_9
* 3 + 2] = 0.5F
;
762 ret
[COL_IMPOSSIBLE
* 3 + 0] = 0.0F
;
763 ret
[COL_IMPOSSIBLE
* 3 + 1] = 0.0F
;
764 ret
[COL_IMPOSSIBLE
* 3 + 2] = 0.0F
;
766 ret
[COL_SEL
* 3 + 0] = 1.0F
;
767 ret
[COL_SEL
* 3 + 1] = 1.0F
;
768 ret
[COL_SEL
* 3 + 2] = 1.0F
;
770 ret
[COL_HIGHLIGHT
* 3 + 0] = 1.0F
;
771 ret
[COL_HIGHLIGHT
* 3 + 1] = 1.0F
;
772 ret
[COL_HIGHLIGHT
* 3 + 2] = 1.0F
;
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;
778 *ncolours
= NCOLOURS
;
782 static game_drawstate
*game_new_drawstate(game_state
*state
)
784 struct game_drawstate
*ds
= snew(struct game_drawstate
);
788 ds
->tileinner
= ds
->tilegap
= 0; /* not decided yet */
789 ds
->tiles
= snewn(state
->n
, int);
790 for (i
= 0; i
< state
->n
; i
++)
796 static void game_free_drawstate(game_drawstate
*ds
)
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.
808 static void tile_redraw(frontend
*fe
, game_drawstate
*ds
,
809 int x
, int y
, int dright
, int dbelow
,
810 int tile
, int bgcolour
)
812 int outer
= bgcolour
, inner
= outer
, col
= tile
& TILE_COLMASK
;
815 if (tile
& TILE_IMPOSSIBLE
) {
817 inner
= COL_IMPOSSIBLE
;
818 } else if (tile
& TILE_SELECTED
) {
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
);
830 draw_rect(fe
, COORD(x
)+TILE_INNER
, COORD(y
), TILE_GAP
, TILE_INNER
,
831 (tile
& TILE_JOINRIGHT
) ? outer
: bgcolour
);
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
);
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
);
848 draw_update(fe
, COORD(x
), COORD(y
), TILE_SIZE
, TILE_SIZE
);
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
)
857 /* This was entirely cloned from fifteen.c; it should probably be
858 * moved into some generic 'draw-recessed-rectangle' utility fn. */
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
);
870 * Recessed area containing the whole puzzle.
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
);
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
);
893 if (flashtime
> 0.0) {
894 int frame
= (int)(flashtime
/ FLASH_FRAME
);
895 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
897 bgcolour
= COL_BACKGROUND
;
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
);
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
;
917 if (ui
->displaysel
&& ui
->xsel
== x
&& ui
->ysel
== y
)
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
) ||
925 (ds
->bgcolour
!= bgcolour
) ||
926 (tile
!= ds
->tiles
[i
])) {
927 tile_redraw(fe
, ds
, x
, y
, dright
, dbelow
, tile
, bgcolour
);
932 ds
->bgcolour
= bgcolour
;
935 char status
[255], score
[80];
937 sprintf(score
, "Score: %d", state
->score
);
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
));
947 sprintf(status
, "%s", score
);
948 status_bar(fe
, status
);
952 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
953 int dir
, game_ui
*ui
)
958 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
959 int dir
, game_ui
*ui
)
961 if ((!oldstate
->complete
&& newstate
->complete
) ||
962 (!oldstate
->impossible
&& newstate
->impossible
))
963 return 2 * FLASH_FRAME
;
968 static int game_wants_statusbar(void)
973 static int game_timing_state(game_state
*state
)
979 #define thegame samegame
982 const struct game thegame
= {
983 "Same Game", "games.samegame",
990 TRUE
, game_configure
, custom_params
,
999 TRUE
, game_text_format
,
1008 game_free_drawstate
,
1012 game_wants_statusbar
,
1013 FALSE
, game_timing_state
,
1014 0, /* mouse_priorities */