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 0x0ff
47 #define TILE_SELECTED 0x100 /* used in ui and drawstate */
48 #define TILE_JOINRIGHT 0x200 /* used in drawstate */
49 #define TILE_JOINDOWN 0x400 /* used in drawstate */
50 #define TILE_JOINDIAG 0x800 /* used in drawstate */
52 #define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)])
53 #define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK)
54 #define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED)
56 #define SWAPTILE(gs,x1,y1,x2,y2) do { \
57 int t = TILE(gs,x1,y1); \
58 TILE(gs,x1,y1) = TILE(gs,x2,y2); \
62 static int npoints(game_params
*params
, int nsel
)
64 int sdiff
= nsel
- params
->scoresub
;
65 return (sdiff
> 0) ? sdiff
* sdiff
: 0;
69 struct game_params params
;
71 int *tiles
; /* colour only */
73 int complete
, impossible
;
76 static game_params
*default_params(void)
78 game_params
*ret
= snew(game_params
);
86 static const struct game_params samegame_presets
[] = {
94 static int game_fetch_preset(int i
, char **name
, game_params
**params
)
99 if (i
< 0 || i
>= lenof(samegame_presets
))
102 ret
= snew(game_params
);
103 *ret
= samegame_presets
[i
];
105 sprintf(str
, "%dx%d, %d colours", ret
->w
, ret
->h
, ret
->ncols
);
112 static void free_params(game_params
*params
)
117 static game_params
*dup_params(game_params
*params
)
119 game_params
*ret
= snew(game_params
);
120 *ret
= *params
; /* structure copy */
124 static void decode_params(game_params
*params
, char const *string
)
126 char const *p
= string
;
129 while (*p
&& isdigit((unsigned char)*p
)) p
++;
133 while (*p
&& isdigit((unsigned char)*p
)) p
++;
135 params
->h
= params
->w
;
138 params
->ncols
= atoi(p
);
139 while (*p
&& isdigit((unsigned char)*p
)) p
++;
144 params
->scoresub
= atoi(p
);
145 while (*p
&& isdigit((unsigned char)*p
)) p
++;
147 params
->scoresub
= 2;
151 static char *encode_params(game_params
*params
, int full
)
155 sprintf(ret
, "%dx%dc%ds%d",
156 params
->w
, params
->h
, params
->ncols
, params
->scoresub
);
160 static config_item
*game_configure(game_params
*params
)
165 ret
= snewn(5, config_item
);
167 ret
[0].name
= "Width";
168 ret
[0].type
= C_STRING
;
169 sprintf(buf
, "%d", params
->w
);
170 ret
[0].sval
= dupstr(buf
);
173 ret
[1].name
= "Height";
174 ret
[1].type
= C_STRING
;
175 sprintf(buf
, "%d", params
->h
);
176 ret
[1].sval
= dupstr(buf
);
179 ret
[2].name
= "No. of colours";
180 ret
[2].type
= C_STRING
;
181 sprintf(buf
, "%d", params
->ncols
);
182 ret
[2].sval
= dupstr(buf
);
185 ret
[3].name
= "Scoring system";
186 ret
[3].type
= C_CHOICES
;
187 ret
[3].sval
= ":(n-1)^2:(n-2)^2";
188 ret
[3].ival
= params
->scoresub
-1;
198 static game_params
*custom_params(config_item
*cfg
)
200 game_params
*ret
= snew(game_params
);
202 ret
->w
= atoi(cfg
[0].sval
);
203 ret
->h
= atoi(cfg
[1].sval
);
204 ret
->ncols
= atoi(cfg
[2].sval
);
205 ret
->scoresub
= cfg
[3].ival
+ 1;
210 static char *validate_params(game_params
*params
)
212 if (params
->w
< 1 || params
->h
< 1)
213 return "Width and height must both be positive";
214 if (params
->ncols
< 2)
215 return "It's too easy with only one colour...";
216 if (params
->ncols
> 9)
217 return "Maximum of 9 colours";
219 /* ...and we must make sure we can generate at least 2 squares
220 * of each colour so it's theoretically soluble. */
221 if ((params
->w
* params
->h
) < (params
->ncols
* 2))
222 return "Too many colours makes given grid size impossible";
224 if ((params
->scoresub
< 1) || (params
->scoresub
> 2))
225 return "Scoring system not recognised";
230 /* Currently this is a very very dumb game-generation engine; it
231 * just picks randomly from the tile space. I had a look at a few
232 * other same game implementations, and none of them attempt to do
233 * anything to try and make sure the grid started off with a nice
234 * set of large blocks.
236 * It does at least make sure that there are >= 2 of each colour
237 * present at the start.
240 static char *new_game_desc(game_params
*params
, random_state
*rs
,
241 game_aux_info
**aux
, int interactive
)
244 int n
, i
, j
, c
, retlen
, *tiles
;
246 debug(("new_game_desc: %dx%d, %d colours",
247 params
->w
, params
->h
, params
->ncols
));
248 n
= params
->w
* params
->h
;
249 tiles
= snewn(n
, int);
250 memset(tiles
, 0, n
*sizeof(int));
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 game_state
*solve_game(game_state
*state
, game_aux_info
*aux
,
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 */
393 static game_ui
*new_ui(game_state
*state
)
395 game_ui
*ui
= snew(game_ui
);
397 ui
->params
= state
->params
; /* structure copy */
398 ui
->tiles
= snewn(state
->n
, int);
399 memset(ui
->tiles
, 0, state
->n
*sizeof(int));
405 static void free_ui(game_ui
*ui
)
411 static void sel_clear(game_ui
*ui
, game_state
*state
)
415 for (i
= 0; i
< state
->n
; i
++)
416 ui
->tiles
[i
] &= ~TILE_SELECTED
;
418 debug(("sel_clear"));
422 static void game_changed_state(game_ui
*ui
, game_state
*oldstate
,
423 game_state
*newstate
)
425 sel_clear(ui
, newstate
);
428 static void sel_remove(game_ui
*ui
, game_state
*state
)
432 state
->score
+= npoints(&state
->params
, ui
->nselected
);
434 for (i
= 0; i
< state
->n
; i
++) {
435 if (ui
->tiles
[i
] & TILE_SELECTED
) {
438 ui
->tiles
[i
] &= ~TILE_SELECTED
;
442 debug(("sel_remove: removed %d selected tiles", nremoved
));
445 static void sel_expand(game_ui
*ui
, game_state
*state
, int tx
, int ty
)
447 int ns
= 1, nadded
, x
, y
, c
;
449 TILE(ui
,tx
,ty
) |= TILE_SELECTED
;
450 debug(("sel_expand, selected initial tile"));
454 for (x
= 0; x
< state
->params
.w
; x
++) {
455 for (y
= 0; y
< state
->params
.h
; y
++) {
456 if (x
== tx
&& y
== ty
) continue;
457 if (ISSEL(ui
,x
,y
)) continue;
461 ISSEL(ui
,x
-1,y
) && COL(state
,x
-1,y
) == c
) {
462 TILE(ui
,x
,y
) |= TILE_SELECTED
;
467 if ((x
+1 < state
->params
.w
) &&
468 ISSEL(ui
,x
+1,y
) && COL(state
,x
+1,y
) == c
) {
469 TILE(ui
,x
,y
) |= TILE_SELECTED
;
475 ISSEL(ui
,x
,y
-1) && COL(state
,x
,y
-1) == c
) {
476 TILE(ui
,x
,y
) |= TILE_SELECTED
;
481 if ((y
+1 < state
->params
.h
) &&
482 ISSEL(ui
,x
,y
+1) && COL(state
,x
,y
+1) == c
) {
483 TILE(ui
,x
,y
) |= TILE_SELECTED
;
490 debug(("sel_expand, new pass, selected %d more tiles", nadded
));
491 } while (nadded
> 0);
496 sel_clear(ui
, state
);
500 static int sg_emptycol(game_state
*ret
, int x
)
503 for (y
= 0; y
< ret
->params
.h
; y
++) {
504 if (COL(ret
,x
,y
)) return 0;
510 static void sg_snuggle(game_state
*ret
)
514 /* make all unsupported tiles fall down. */
517 for (x
= 0; x
< ret
->params
.w
; x
++) {
518 for (y
= ret
->params
.h
-1; y
> 0; y
--) {
519 if (COL(ret
,x
,y
) != 0) continue;
520 if (COL(ret
,x
,y
-1) != 0) {
521 SWAPTILE(ret
,x
,y
,x
,y
-1);
528 /* shuffle all columns as far left as they can go. */
531 for (x
= 0; x
< ret
->params
.w
-1; x
++) {
532 if (sg_emptycol(ret
,x
) && !sg_emptycol(ret
,x
+1)) {
533 debug(("column %d is empty, shuffling from %d", x
, x
+1));
535 for (y
= 0; y
< ret
->params
.h
; y
++) {
536 SWAPTILE(ret
,x
,y
,x
+1,y
);
543 static void sg_check(game_state
*ret
)
545 int x
,y
, complete
= 1, impossible
= 1;
547 for (x
= 0; x
< ret
->params
.w
; x
++) {
548 for (y
= 0; y
< ret
->params
.h
; y
++) {
549 if (COL(ret
,x
,y
) == 0)
552 if (x
+1 < ret
->params
.w
) {
553 if (COL(ret
,x
,y
) == COL(ret
,x
+1,y
))
556 if (y
+1 < ret
->params
.h
) {
557 if (COL(ret
,x
,y
) == COL(ret
,x
,y
+1))
562 ret
->complete
= complete
;
563 ret
->impossible
= impossible
;
566 struct game_drawstate
{
567 int started
, bgcolour
;
568 int tileinner
, tilegap
;
569 int *tiles
; /* contains colour and SELECTED. */
572 static game_state
*make_move(game_state
*from
, game_ui
*ui
, game_drawstate
*ds
,
573 int x
, int y
, int button
)
576 game_state
*ret
= from
;
578 if (button
!= RIGHT_BUTTON
&& button
!= LEFT_BUTTON
)
581 tx
= FROMCOORD(x
); ty
= FROMCOORD(y
);
582 if (tx
< 0 || tx
>= from
->params
.w
|| ty
< 0 || ty
>= from
->params
.h
)
584 if (COL(from
, tx
, ty
) == 0) return NULL
;
586 if (ISSEL(ui
,tx
,ty
)) {
587 if (button
== RIGHT_BUTTON
)
590 /* this is the actual move. */
591 ret
= dup_game(from
);
593 sg_snuggle(ret
); /* shifts blanks down and to the left */
594 sg_check(ret
); /* checks for completeness or impossibility */
597 sel_clear(ui
, from
); /* might be no-op */
598 sel_expand(ui
, from
, tx
, ty
);
604 /* ----------------------------------------------------------------------
608 static void game_size(game_params
*params
, game_drawstate
*ds
, int *x
, int *y
,
614 * We could choose the tile gap dynamically as well if we
615 * wanted to; for example, at low tile sizes it might be
616 * sensible to leave it out completely. However, for the moment
617 * and for the sake of simplicity I'm just going to fix it at
623 * Each window dimension equals the tile size (inner plus gap)
624 * times the grid dimension, plus another tile size (border is
625 * half the width of a tile), minus one tile gap.
627 * We must cast to unsigned before adding to *x and *y, since
628 * they might be INT_MAX!
630 tsx
= (unsigned)(*x
+ ds
->tilegap
) / (params
->w
+ 1);
631 tsy
= (unsigned)(*y
+ ds
->tilegap
) / (params
->h
+ 1);
635 ds
->tileinner
= ts
- ds
->tilegap
;
637 ds
->tileinner
= min(ts
, PREFERRED_TILE_SIZE
) - ds
->tilegap
;
639 *x
= TILE_SIZE
* params
->w
+ 2 * BORDER
- TILE_GAP
;
640 *y
= TILE_SIZE
* params
->h
+ 2 * BORDER
- TILE_GAP
;
643 static float *game_colours(frontend
*fe
, game_state
*state
, int *ncolours
)
645 float *ret
= snewn(3 * NCOLOURS
, float);
647 frontend_default_colour(fe
, &ret
[COL_BACKGROUND
* 3]);
649 ret
[COL_1
* 3 + 0] = 0.0F
;
650 ret
[COL_1
* 3 + 1] = 0.0F
;
651 ret
[COL_1
* 3 + 2] = 1.0F
;
653 ret
[COL_2
* 3 + 0] = 0.0F
;
654 ret
[COL_2
* 3 + 1] = 0.5F
;
655 ret
[COL_2
* 3 + 2] = 0.0F
;
657 ret
[COL_3
* 3 + 0] = 1.0F
;
658 ret
[COL_3
* 3 + 1] = 0.0F
;
659 ret
[COL_3
* 3 + 2] = 0.0F
;
661 ret
[COL_4
* 3 + 0] = 0.5F
;
662 ret
[COL_4
* 3 + 1] = 0.5F
;
663 ret
[COL_4
* 3 + 2] = 1.0F
;
665 ret
[COL_5
* 3 + 0] = 0.5F
;
666 ret
[COL_5
* 3 + 1] = 1.0F
;
667 ret
[COL_5
* 3 + 2] = 0.5F
;
669 ret
[COL_6
* 3 + 0] = 1.0F
;
670 ret
[COL_6
* 3 + 1] = 0.5F
;
671 ret
[COL_6
* 3 + 2] = 0.5F
;
673 ret
[COL_7
* 3 + 0] = 1.0F
;
674 ret
[COL_7
* 3 + 1] = 1.0F
;
675 ret
[COL_7
* 3 + 2] = 0.0F
;
677 ret
[COL_8
* 3 + 0] = 1.0F
;
678 ret
[COL_8
* 3 + 1] = 0.0F
;
679 ret
[COL_8
* 3 + 2] = 1.0F
;
681 ret
[COL_9
* 3 + 0] = 0.0F
;
682 ret
[COL_9
* 3 + 1] = 1.0F
;
683 ret
[COL_9
* 3 + 2] = 1.0F
;
685 ret
[COL_IMPOSSIBLE
* 3 + 0] = 0.0F
;
686 ret
[COL_IMPOSSIBLE
* 3 + 1] = 0.0F
;
687 ret
[COL_IMPOSSIBLE
* 3 + 2] = 0.0F
;
689 ret
[COL_SEL
* 3 + 0] = 1.0F
;
690 ret
[COL_SEL
* 3 + 1] = 1.0F
;
691 ret
[COL_SEL
* 3 + 2] = 1.0F
;
693 ret
[COL_HIGHLIGHT
* 3 + 0] = 1.0F
;
694 ret
[COL_HIGHLIGHT
* 3 + 1] = 1.0F
;
695 ret
[COL_HIGHLIGHT
* 3 + 2] = 1.0F
;
697 ret
[COL_LOWLIGHT
* 3 + 0] = ret
[COL_BACKGROUND
* 3 + 0] * 2.0 / 3.0;
698 ret
[COL_LOWLIGHT
* 3 + 1] = ret
[COL_BACKGROUND
* 3 + 1] * 2.0 / 3.0;
699 ret
[COL_LOWLIGHT
* 3 + 2] = ret
[COL_BACKGROUND
* 3 + 2] * 2.0 / 3.0;
701 *ncolours
= NCOLOURS
;
705 static game_drawstate
*game_new_drawstate(game_state
*state
)
707 struct game_drawstate
*ds
= snew(struct game_drawstate
);
711 ds
->tileinner
= ds
->tilegap
= 0; /* not decided yet */
712 ds
->tiles
= snewn(state
->n
, int);
713 for (i
= 0; i
< state
->n
; i
++)
719 static void game_free_drawstate(game_drawstate
*ds
)
725 /* Drawing routing for the tile at (x,y) is responsible for drawing
726 * itself and the gaps to its right and below. If we're the same colour
727 * as the tile to our right, then we fill in the gap; ditto below, and if
728 * both then we fill the teeny tiny square in the corner as well.
731 static void tile_redraw(frontend
*fe
, game_drawstate
*ds
,
732 int x
, int y
, int dright
, int dbelow
,
733 int tile
, game_state
*state
, int bgcolour
)
735 int outer
= bgcolour
, inner
= outer
, col
= tile
& TILE_COLMASK
;
738 if (state
->impossible
) {
740 inner
= COL_IMPOSSIBLE
;
741 } else if (tile
& TILE_SELECTED
) {
748 draw_rect(fe
, COORD(x
), COORD(y
), TILE_INNER
, TILE_INNER
, outer
);
749 draw_rect(fe
, COORD(x
)+TILE_INNER
/4, COORD(y
)+TILE_INNER
/4,
750 TILE_INNER
/2, TILE_INNER
/2, inner
);
753 draw_rect(fe
, COORD(x
)+TILE_INNER
, COORD(y
), TILE_GAP
, TILE_INNER
,
754 (tile
& TILE_JOINRIGHT
) ? outer
: bgcolour
);
756 draw_rect(fe
, COORD(x
), COORD(y
)+TILE_INNER
, TILE_INNER
, TILE_GAP
,
757 (tile
& TILE_JOINDOWN
) ? outer
: bgcolour
);
758 if (dright
&& dbelow
)
759 draw_rect(fe
, COORD(x
)+TILE_INNER
, COORD(y
)+TILE_INNER
, TILE_GAP
, TILE_GAP
,
760 (tile
& TILE_JOINDIAG
) ? outer
: bgcolour
);
762 draw_update(fe
, COORD(x
), COORD(y
), TILE_SIZE
, TILE_SIZE
);
765 static void game_redraw(frontend
*fe
, game_drawstate
*ds
, game_state
*oldstate
,
766 game_state
*state
, int dir
, game_ui
*ui
,
767 float animtime
, float flashtime
)
771 debug(("samegame redraw: dir %d, oldstate 0x%lx, animtime %f, flashtime %f",
772 dir
, oldstate
, animtime
, flashtime
));
774 /* This was entirely cloned from fifteen.c; it should probably be
775 * moved into some generic 'draw-recessed-rectangle' utility fn. */
780 TILE_SIZE
* state
->params
.w
+ 2 * BORDER
,
781 TILE_SIZE
* state
->params
.h
+ 2 * BORDER
, COL_BACKGROUND
);
782 draw_update(fe
, 0, 0,
783 TILE_SIZE
* state
->params
.w
+ 2 * BORDER
,
784 TILE_SIZE
* state
->params
.h
+ 2 * BORDER
);
787 * Recessed area containing the whole puzzle.
789 coords
[0] = COORD(state
->params
.w
) + HIGHLIGHT_WIDTH
- 1 - TILE_GAP
;
790 coords
[1] = COORD(state
->params
.h
) + HIGHLIGHT_WIDTH
- 1 - TILE_GAP
;
791 coords
[2] = COORD(state
->params
.w
) + HIGHLIGHT_WIDTH
- 1 - TILE_GAP
;
792 coords
[3] = COORD(0) - HIGHLIGHT_WIDTH
;
793 coords
[4] = coords
[2] - TILE_SIZE
;
794 coords
[5] = coords
[3] + TILE_SIZE
;
795 coords
[8] = COORD(0) - HIGHLIGHT_WIDTH
;
796 coords
[9] = COORD(state
->params
.h
) + HIGHLIGHT_WIDTH
- 1 - TILE_GAP
;
797 coords
[6] = coords
[8] + TILE_SIZE
;
798 coords
[7] = coords
[9] - TILE_SIZE
;
799 draw_polygon(fe
, coords
, 5, TRUE
, COL_HIGHLIGHT
);
800 draw_polygon(fe
, coords
, 5, FALSE
, COL_HIGHLIGHT
);
802 coords
[1] = COORD(0) - HIGHLIGHT_WIDTH
;
803 coords
[0] = COORD(0) - HIGHLIGHT_WIDTH
;
804 draw_polygon(fe
, coords
, 5, TRUE
, COL_LOWLIGHT
);
805 draw_polygon(fe
, coords
, 5, FALSE
, COL_LOWLIGHT
);
810 if (flashtime
> 0.0) {
811 int frame
= (int)(flashtime
/ FLASH_FRAME
);
812 bgcolour
= (frame
% 2 ? COL_LOWLIGHT
: COL_HIGHLIGHT
);
814 bgcolour
= COL_BACKGROUND
;
816 for (x
= 0; x
< state
->params
.w
; x
++) {
817 for (y
= 0; y
< state
->params
.h
; y
++) {
818 int i
= (state
->params
.w
* y
) + x
;
819 int col
= COL(state
,x
,y
), tile
= col
;
820 int dright
= (x
+1 < state
->params
.w
);
821 int dbelow
= (y
+1 < state
->params
.h
);
823 tile
|= ISSEL(ui
,x
,y
);
824 if (dright
&& COL(state
,x
+1,y
) == col
)
825 tile
|= TILE_JOINRIGHT
;
826 if (dbelow
&& COL(state
,x
,y
+1) == col
)
827 tile
|= TILE_JOINDOWN
;
828 if ((tile
& TILE_JOINRIGHT
) && (tile
& TILE_JOINDOWN
) &&
829 COL(state
,x
+1,y
+1) == col
)
830 tile
|= TILE_JOINDIAG
;
832 /* For now we're never expecting oldstate at all (because we have
833 * no animation); when we do we might well want to be looking
834 * at the tile colours from oldstate, not state. */
835 if ((oldstate
&& COL(oldstate
,x
,y
) != col
) ||
837 (ds
->bgcolour
!= bgcolour
) ||
838 (tile
!= ds
->tiles
[i
])) {
839 tile_redraw(fe
, ds
, x
, y
, dright
, dbelow
,
840 tile
, state
, bgcolour
);
845 ds
->bgcolour
= bgcolour
;
848 char status
[255], score
[80];
850 sprintf(score
, "Score: %d", state
->score
);
853 sprintf(status
, "COMPLETE! %s", score
);
854 else if (state
->impossible
)
855 sprintf(status
, "Cannot move! %s", score
);
856 else if (ui
->nselected
)
857 sprintf(status
, "%s Selected: %d (%d)",
858 score
, ui
->nselected
, npoints(&state
->params
, ui
->nselected
));
860 sprintf(status
, "%s", score
);
861 status_bar(fe
, status
);
865 static float game_anim_length(game_state
*oldstate
, game_state
*newstate
,
866 int dir
, game_ui
*ui
)
871 static float game_flash_length(game_state
*oldstate
, game_state
*newstate
,
872 int dir
, game_ui
*ui
)
874 if ((!oldstate
->complete
&& newstate
->complete
) ||
875 (!oldstate
->impossible
&& newstate
->impossible
))
876 return 2 * FLASH_FRAME
;
881 static int game_wants_statusbar(void)
886 static int game_timing_state(game_state
*state
)
892 #define thegame samegame
895 const struct game thegame
= {
903 TRUE
, game_configure
, custom_params
,
912 TRUE
, game_text_format
,
924 game_wants_statusbar
,
925 FALSE
, game_timing_state
,
926 0, /* mouse_priorities */