James Harvey's patch to support keyboard control in Same Game.
[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
53 #define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)])
54 #define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK)
55 #define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED)
56
57 #define SWAPTILE(gs,x1,y1,x2,y2) do { \
58 int t = TILE(gs,x1,y1); \
59 TILE(gs,x1,y1) = TILE(gs,x2,y2); \
60 TILE(gs,x2,y2) = t; \
61 } while (0)
62
63 static int npoints(game_params *params, int nsel)
64 {
65 int sdiff = nsel - params->scoresub;
66 return (sdiff > 0) ? sdiff * sdiff : 0;
67 }
68
69 struct game_state {
70 struct game_params params;
71 int n;
72 int *tiles; /* colour only */
73 int score;
74 int complete, impossible;
75 };
76
77 static game_params *default_params(void)
78 {
79 game_params *ret = snew(game_params);
80 ret->w = 5;
81 ret->h = 5;
82 ret->ncols = 3;
83 ret->scoresub = 2;
84 return ret;
85 }
86
87 static const struct game_params samegame_presets[] = {
88 { 5, 5, 3, 2 },
89 { 10, 5, 3, 2 },
90 { 15, 10, 3, 2 },
91 { 15, 10, 4, 2 },
92 { 20, 15, 4, 2 }
93 };
94
95 static int game_fetch_preset(int i, char **name, game_params **params)
96 {
97 game_params *ret;
98 char str[80];
99
100 if (i < 0 || i >= lenof(samegame_presets))
101 return FALSE;
102
103 ret = snew(game_params);
104 *ret = samegame_presets[i];
105
106 sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols);
107
108 *name = dupstr(str);
109 *params = ret;
110 return TRUE;
111 }
112
113 static void free_params(game_params *params)
114 {
115 sfree(params);
116 }
117
118 static game_params *dup_params(game_params *params)
119 {
120 game_params *ret = snew(game_params);
121 *ret = *params; /* structure copy */
122 return ret;
123 }
124
125 static void decode_params(game_params *params, char const *string)
126 {
127 char const *p = string;
128
129 params->w = atoi(p);
130 while (*p && isdigit((unsigned char)*p)) p++;
131 if (*p == 'x') {
132 p++;
133 params->h = atoi(p);
134 while (*p && isdigit((unsigned char)*p)) p++;
135 } else {
136 params->h = params->w;
137 }
138 if (*p++ == 'c') {
139 params->ncols = atoi(p);
140 while (*p && isdigit((unsigned char)*p)) p++;
141 } else {
142 params->ncols = 3;
143 }
144 if (*p++ == 's') {
145 params->scoresub = atoi(p);
146 while (*p && isdigit((unsigned char)*p)) p++;
147 } else {
148 params->scoresub = 2;
149 }
150 }
151
152 static char *encode_params(game_params *params, int full)
153 {
154 char ret[80];
155
156 sprintf(ret, "%dx%dc%ds%d",
157 params->w, params->h, params->ncols, params->scoresub);
158 return dupstr(ret);
159 }
160
161 static config_item *game_configure(game_params *params)
162 {
163 config_item *ret;
164 char buf[80];
165
166 ret = snewn(5, config_item);
167
168 ret[0].name = "Width";
169 ret[0].type = C_STRING;
170 sprintf(buf, "%d", params->w);
171 ret[0].sval = dupstr(buf);
172 ret[0].ival = 0;
173
174 ret[1].name = "Height";
175 ret[1].type = C_STRING;
176 sprintf(buf, "%d", params->h);
177 ret[1].sval = dupstr(buf);
178 ret[1].ival = 0;
179
180 ret[2].name = "No. of colours";
181 ret[2].type = C_STRING;
182 sprintf(buf, "%d", params->ncols);
183 ret[2].sval = dupstr(buf);
184 ret[2].ival = 0;
185
186 ret[3].name = "Scoring system";
187 ret[3].type = C_CHOICES;
188 ret[3].sval = ":(n-1)^2:(n-2)^2";
189 ret[3].ival = params->scoresub-1;
190
191 ret[4].name = NULL;
192 ret[4].type = C_END;
193 ret[4].sval = NULL;
194 ret[4].ival = 0;
195
196 return ret;
197 }
198
199 static game_params *custom_params(config_item *cfg)
200 {
201 game_params *ret = snew(game_params);
202
203 ret->w = atoi(cfg[0].sval);
204 ret->h = atoi(cfg[1].sval);
205 ret->ncols = atoi(cfg[2].sval);
206 ret->scoresub = cfg[3].ival + 1;
207
208 return ret;
209 }
210
211 static char *validate_params(game_params *params)
212 {
213 if (params->w < 1 || params->h < 1)
214 return "Width and height must both be positive";
215 if (params->ncols < 2)
216 return "It's too easy with only one colour...";
217 if (params->ncols > 9)
218 return "Maximum of 9 colours";
219
220 /* ...and we must make sure we can generate at least 2 squares
221 * of each colour so it's theoretically soluble. */
222 if ((params->w * params->h) < (params->ncols * 2))
223 return "Too many colours makes given grid size impossible";
224
225 if ((params->scoresub < 1) || (params->scoresub > 2))
226 return "Scoring system not recognised";
227
228 return NULL;
229 }
230
231 /* Currently this is a very very dumb game-generation engine; it
232 * just picks randomly from the tile space. I had a look at a few
233 * other same game implementations, and none of them attempt to do
234 * anything to try and make sure the grid started off with a nice
235 * set of large blocks.
236 *
237 * It does at least make sure that there are >= 2 of each colour
238 * present at the start.
239 */
240
241 static char *new_game_desc(game_params *params, random_state *rs,
242 game_aux_info **aux, int interactive)
243 {
244 char *ret;
245 int n, i, j, c, retlen, *tiles;
246
247 debug(("new_game_desc: %dx%d, %d colours",
248 params->w, params->h, params->ncols));
249 n = params->w * params->h;
250 tiles = snewn(n, int);
251 memset(tiles, 0, n*sizeof(int));
252
253 /* randomly place two of each colour */
254 for (c = 0; c < params->ncols; c++) {
255 for (j = 0; j < 2; j++) {
256 do {
257 i = (int)random_upto(rs, n);
258 } while (tiles[i] != 0);
259 tiles[i] = c+1;
260 }
261 }
262
263 /* fill in the rest randomly */
264 for (i = 0; i < n; i++) {
265 if (tiles[i] == 0)
266 tiles[i] = (int)random_upto(rs, params->ncols)+1;
267 }
268
269 ret = NULL;
270 retlen = 0;
271 for (i = 0; i < n; i++) {
272 char buf[80];
273 int k;
274
275 k = sprintf(buf, "%d,", tiles[i]);
276 ret = sresize(ret, retlen + k + 1, char);
277 strcpy(ret + retlen, buf);
278 retlen += k;
279 }
280 ret[retlen-1] = '\0'; /* delete last comma */
281
282 sfree(tiles);
283 return ret;
284 }
285
286 static void game_free_aux_info(game_aux_info *aux)
287 {
288 assert(!"Shouldn't happen");
289 }
290
291 static char *validate_desc(game_params *params, char *desc)
292 {
293 int area = params->w * params->h, i;
294 char *p = desc;
295
296 for (i = 0; i < area; i++) {
297 char *q = p;
298 int n;
299
300 if (!isdigit(*p))
301 return "Not enough numbers in string";
302 while (isdigit(*p)) p++;
303
304 if (i < area-1 && *p != ',')
305 return "Expected comma after number";
306 else if (i == area-1 && *p)
307 return "Excess junk at end of string";
308
309 n = atoi(q);
310 if (n < 0 || n > params->ncols)
311 return "Colour out of range";
312
313 if (*p) p++; /* eat comma */
314 }
315 return NULL;
316 }
317
318 static game_state *new_game(midend_data *me, game_params *params, char *desc)
319 {
320 game_state *state = snew(game_state);
321 char *p = desc;
322 int i;
323
324 state->params = *params; /* struct copy */
325 state->n = state->params.w * state->params.h;
326 state->tiles = snewn(state->n, int);
327
328 for (i = 0; i < state->n; i++) {
329 assert(*p);
330 state->tiles[i] = atoi(p);
331 while (*p && *p != ',')
332 p++;
333 if (*p) p++; /* eat comma */
334 }
335 state->complete = state->impossible = 0;
336 state->score = 0;
337
338 return state;
339 }
340
341 static game_state *dup_game(game_state *state)
342 {
343 game_state *ret = snew(game_state);
344
345 *ret = *state; /* structure copy, except... */
346
347 ret->tiles = snewn(state->n, int);
348 memcpy(ret->tiles, state->tiles, state->n * sizeof(int));
349
350 return ret;
351 }
352
353 static void free_game(game_state *state)
354 {
355 sfree(state->tiles);
356 sfree(state);
357 }
358
359 static game_state *solve_game(game_state *state, game_aux_info *aux,
360 char **error)
361 {
362 return NULL;
363 }
364
365 static char *game_text_format(game_state *state)
366 {
367 char *ret, *p;
368 int x, y, maxlen;
369
370 maxlen = state->params.h * (state->params.w + 1);
371 ret = snewn(maxlen+1, char);
372 p = ret;
373
374 for (y = 0; y < state->params.h; y++) {
375 for (x = 0; x < state->params.w; x++) {
376 int t = TILE(state,x,y);
377 if (t <= 0) *p++ = ' ';
378 else if (t < 10) *p++ = '0'+t;
379 else *p++ = 'a'+(t-10);
380 }
381 *p++ = '\n';
382 }
383 assert(p - ret == maxlen);
384 *p = '\0';
385 return ret;
386 }
387
388 struct game_ui {
389 struct game_params params;
390 int *tiles; /* selected-ness only */
391 int nselected;
392 int xsel, ysel, displaysel;
393 };
394
395 static game_ui *new_ui(game_state *state)
396 {
397 game_ui *ui = snew(game_ui);
398
399 ui->params = state->params; /* structure copy */
400 ui->tiles = snewn(state->n, int);
401 memset(ui->tiles, 0, state->n*sizeof(int));
402 ui->nselected = 0;
403
404 ui->xsel = ui->ysel = ui->displaysel = 0;
405
406 return ui;
407 }
408
409 static void free_ui(game_ui *ui)
410 {
411 sfree(ui->tiles);
412 sfree(ui);
413 }
414
415 static void sel_clear(game_ui *ui, game_state *state)
416 {
417 int i;
418
419 for (i = 0; i < state->n; i++)
420 ui->tiles[i] &= ~TILE_SELECTED;
421 ui->nselected = 0;
422 debug(("sel_clear"));
423 }
424
425
426 static void game_changed_state(game_ui *ui, game_state *oldstate,
427 game_state *newstate)
428 {
429 sel_clear(ui, newstate);
430 }
431
432 static void sel_remove(game_ui *ui, game_state *state)
433 {
434 int i, nremoved = 0;
435
436 state->score += npoints(&state->params, ui->nselected);
437
438 for (i = 0; i < state->n; i++) {
439 if (ui->tiles[i] & TILE_SELECTED) {
440 nremoved++;
441 state->tiles[i] = 0;
442 ui->tiles[i] &= ~TILE_SELECTED;
443 }
444 }
445 ui->nselected = 0;
446 debug(("sel_remove: removed %d selected tiles", nremoved));
447 }
448
449 static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
450 {
451 int ns = 1, nadded, x, y, c;
452
453 TILE(ui,tx,ty) |= TILE_SELECTED;
454 debug(("sel_expand, selected initial tile"));
455 do {
456 nadded = 0;
457
458 for (x = 0; x < state->params.w; x++) {
459 for (y = 0; y < state->params.h; y++) {
460 if (x == tx && y == ty) continue;
461 if (ISSEL(ui,x,y)) continue;
462
463 c = COL(state,x,y);
464 if ((x > 0) &&
465 ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) {
466 TILE(ui,x,y) |= TILE_SELECTED;
467 nadded++;
468 continue;
469 }
470
471 if ((x+1 < state->params.w) &&
472 ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) {
473 TILE(ui,x,y) |= TILE_SELECTED;
474 nadded++;
475 continue;
476 }
477
478 if ((y > 0) &&
479 ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) {
480 TILE(ui,x,y) |= TILE_SELECTED;
481 nadded++;
482 continue;
483 }
484
485 if ((y+1 < state->params.h) &&
486 ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) {
487 TILE(ui,x,y) |= TILE_SELECTED;
488 nadded++;
489 continue;
490 }
491 }
492 }
493 ns += nadded;
494 debug(("sel_expand, new pass, selected %d more tiles", nadded));
495 } while (nadded > 0);
496
497 if (ns > 1) {
498 ui->nselected = ns;
499 } else {
500 sel_clear(ui, state);
501 }
502 }
503
504 static int sg_emptycol(game_state *ret, int x)
505 {
506 int y;
507 for (y = 0; y < ret->params.h; y++) {
508 if (COL(ret,x,y)) return 0;
509 }
510 return 1;
511 }
512
513
514 static void sg_snuggle(game_state *ret)
515 {
516 int x,y, ndone;
517
518 /* make all unsupported tiles fall down. */
519 do {
520 ndone = 0;
521 for (x = 0; x < ret->params.w; x++) {
522 for (y = ret->params.h-1; y > 0; y--) {
523 if (COL(ret,x,y) != 0) continue;
524 if (COL(ret,x,y-1) != 0) {
525 SWAPTILE(ret,x,y,x,y-1);
526 ndone++;
527 }
528 }
529 }
530 } while (ndone);
531
532 /* shuffle all columns as far left as they can go. */
533 do {
534 ndone = 0;
535 for (x = 0; x < ret->params.w-1; x++) {
536 if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
537 debug(("column %d is empty, shuffling from %d", x, x+1));
538 ndone++;
539 for (y = 0; y < ret->params.h; y++) {
540 SWAPTILE(ret,x,y,x+1,y);
541 }
542 }
543 }
544 } while (ndone);
545 }
546
547 static void sg_check(game_state *ret)
548 {
549 int x,y, complete = 1, impossible = 1;
550
551 for (x = 0; x < ret->params.w; x++) {
552 for (y = 0; y < ret->params.h; y++) {
553 if (COL(ret,x,y) == 0)
554 continue;
555 complete = 0;
556 if (x+1 < ret->params.w) {
557 if (COL(ret,x,y) == COL(ret,x+1,y))
558 impossible = 0;
559 }
560 if (y+1 < ret->params.h) {
561 if (COL(ret,x,y) == COL(ret,x,y+1))
562 impossible = 0;
563 }
564 }
565 }
566 ret->complete = complete;
567 ret->impossible = impossible;
568 }
569
570 struct game_drawstate {
571 int started, bgcolour;
572 int tileinner, tilegap;
573 int *tiles; /* contains colour and SELECTED. */
574 };
575
576 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
577 int x, int y, int button)
578 {
579 int tx, ty;
580 game_state *ret = from;
581
582 ui->displaysel = 0;
583
584 if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
585 tx = FROMCOORD(x); ty= FROMCOORD(y);
586 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
587 button == CURSOR_LEFT || button == CURSOR_RIGHT) {
588 int dx = 0, dy = 0;
589 ui->displaysel = 1;
590 dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
591 dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
592 ui->xsel = (ui->xsel + from->params.w + dx) % from->params.w;
593 ui->ysel = (ui->ysel + from->params.h + dy) % from->params.h;
594 debug(("cursor pressed, d=(%d,%d), sel=(%d,%d)",dx,dy,ui->xsel,ui->ysel));
595 return ret;
596 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
597 button == '\n') {
598 ui->displaysel = 1;
599 tx = ui->xsel;
600 ty = ui->ysel;
601 debug(("cursor select, t=(%d,%d)", tx, ty));
602 } else
603 return NULL;
604
605 if (tx < 0 || tx >= from->params.w || ty < 0 || ty >= from->params.h)
606 return NULL;
607 if (COL(from, tx, ty) == 0) return NULL;
608
609 if (ISSEL(ui,tx,ty)) {
610 if (button == RIGHT_BUTTON)
611 sel_clear(ui, from);
612 else {
613 /* this is the actual move. */
614 ret = dup_game(from);
615 sel_remove(ui, ret);
616 sg_snuggle(ret); /* shifts blanks down and to the left */
617 sg_check(ret); /* checks for completeness or impossibility */
618 }
619 } else {
620 sel_clear(ui, from); /* might be no-op */
621 sel_expand(ui, from, tx, ty);
622 }
623 if (ret->complete || ret->impossible)
624 ui->displaysel = 0;
625
626 return ret;
627 }
628
629 /* ----------------------------------------------------------------------
630 * Drawing routines.
631 */
632
633 static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
634 int expand)
635 {
636 int tsx, tsy, ts;
637
638 /*
639 * We could choose the tile gap dynamically as well if we
640 * wanted to; for example, at low tile sizes it might be
641 * sensible to leave it out completely. However, for the moment
642 * and for the sake of simplicity I'm just going to fix it at
643 * 2.
644 */
645 ds->tilegap = 2;
646
647 /*
648 * Each window dimension equals the tile size (inner plus gap)
649 * times the grid dimension, plus another tile size (border is
650 * half the width of a tile), minus one tile gap.
651 *
652 * We must cast to unsigned before adding to *x and *y, since
653 * they might be INT_MAX!
654 */
655 tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1);
656 tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1);
657
658 ts = min(tsx, tsy);
659 if (expand)
660 ds->tileinner = ts - ds->tilegap;
661 else
662 ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - ds->tilegap;
663
664 *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
665 *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
666 }
667
668 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
669 {
670 float *ret = snewn(3 * NCOLOURS, float);
671
672 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
673
674 ret[COL_1 * 3 + 0] = 0.0F;
675 ret[COL_1 * 3 + 1] = 0.0F;
676 ret[COL_1 * 3 + 2] = 1.0F;
677
678 ret[COL_2 * 3 + 0] = 0.0F;
679 ret[COL_2 * 3 + 1] = 0.5F;
680 ret[COL_2 * 3 + 2] = 0.0F;
681
682 ret[COL_3 * 3 + 0] = 1.0F;
683 ret[COL_3 * 3 + 1] = 0.0F;
684 ret[COL_3 * 3 + 2] = 0.0F;
685
686 ret[COL_4 * 3 + 0] = 0.5F;
687 ret[COL_4 * 3 + 1] = 0.5F;
688 ret[COL_4 * 3 + 2] = 1.0F;
689
690 ret[COL_5 * 3 + 0] = 0.5F;
691 ret[COL_5 * 3 + 1] = 1.0F;
692 ret[COL_5 * 3 + 2] = 0.5F;
693
694 ret[COL_6 * 3 + 0] = 1.0F;
695 ret[COL_6 * 3 + 1] = 0.5F;
696 ret[COL_6 * 3 + 2] = 0.5F;
697
698 ret[COL_7 * 3 + 0] = 1.0F;
699 ret[COL_7 * 3 + 1] = 1.0F;
700 ret[COL_7 * 3 + 2] = 0.0F;
701
702 ret[COL_8 * 3 + 0] = 1.0F;
703 ret[COL_8 * 3 + 1] = 0.0F;
704 ret[COL_8 * 3 + 2] = 1.0F;
705
706 ret[COL_9 * 3 + 0] = 0.0F;
707 ret[COL_9 * 3 + 1] = 1.0F;
708 ret[COL_9 * 3 + 2] = 1.0F;
709
710 ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
711 ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
712 ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F;
713
714 ret[COL_SEL * 3 + 0] = 1.0F;
715 ret[COL_SEL * 3 + 1] = 1.0F;
716 ret[COL_SEL * 3 + 2] = 1.0F;
717
718 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
719 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
720 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
721
722 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
723 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
724 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
725
726 *ncolours = NCOLOURS;
727 return ret;
728 }
729
730 static game_drawstate *game_new_drawstate(game_state *state)
731 {
732 struct game_drawstate *ds = snew(struct game_drawstate);
733 int i;
734
735 ds->started = 0;
736 ds->tileinner = ds->tilegap = 0; /* not decided yet */
737 ds->tiles = snewn(state->n, int);
738 for (i = 0; i < state->n; i++)
739 ds->tiles[i] = -1;
740
741 return ds;
742 }
743
744 static void game_free_drawstate(game_drawstate *ds)
745 {
746 sfree(ds->tiles);
747 sfree(ds);
748 }
749
750 /* Drawing routing for the tile at (x,y) is responsible for drawing
751 * itself and the gaps to its right and below. If we're the same colour
752 * as the tile to our right, then we fill in the gap; ditto below, and if
753 * both then we fill the teeny tiny square in the corner as well.
754 */
755
756 static void tile_redraw(frontend *fe, game_drawstate *ds,
757 int x, int y, int dright, int dbelow,
758 int tile, game_state *state, int bgcolour)
759 {
760 int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
761
762 if (col) {
763 if (state->impossible) {
764 outer = col;
765 inner = COL_IMPOSSIBLE;
766 } else if (tile & TILE_SELECTED) {
767 outer = COL_SEL;
768 inner = col;
769 } else {
770 outer = inner = col;
771 }
772 }
773 draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
774 draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
775 TILE_INNER/2, TILE_INNER/2, inner);
776
777 if (dright)
778 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
779 (tile & TILE_JOINRIGHT) ? outer : bgcolour);
780 if (dbelow)
781 draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
782 (tile & TILE_JOINDOWN) ? outer : bgcolour);
783 if (dright && dbelow)
784 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
785 (tile & TILE_JOINDIAG) ? outer : bgcolour);
786
787 if (tile & TILE_HASSEL) {
788 int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
789 int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
790 draw_line(fe, sx, sy, sx+ssz, sy, scol);
791 draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol);
792 draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol);
793 draw_line(fe, sx, sy+ssz, sx, sy, scol);
794 }
795
796 draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
797 }
798
799 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
800 game_state *state, int dir, game_ui *ui,
801 float animtime, float flashtime)
802 {
803 int bgcolour, x, y;
804
805 debug(("samegame redraw: dir %d, oldstate 0x%lx, animtime %f, flashtime %f",
806 dir, oldstate, animtime, flashtime));
807
808 /* This was entirely cloned from fifteen.c; it should probably be
809 * moved into some generic 'draw-recessed-rectangle' utility fn. */
810 if (!ds->started) {
811 int coords[10];
812
813 draw_rect(fe, 0, 0,
814 TILE_SIZE * state->params.w + 2 * BORDER,
815 TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
816 draw_update(fe, 0, 0,
817 TILE_SIZE * state->params.w + 2 * BORDER,
818 TILE_SIZE * state->params.h + 2 * BORDER);
819
820 /*
821 * Recessed area containing the whole puzzle.
822 */
823 coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
824 coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
825 coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
826 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
827 coords[4] = coords[2] - TILE_SIZE;
828 coords[5] = coords[3] + TILE_SIZE;
829 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
830 coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
831 coords[6] = coords[8] + TILE_SIZE;
832 coords[7] = coords[9] - TILE_SIZE;
833 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
834 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
835
836 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
837 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
838 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
839 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
840
841 ds->started = 1;
842 }
843
844 if (flashtime > 0.0) {
845 int frame = (int)(flashtime / FLASH_FRAME);
846 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
847 } else
848 bgcolour = COL_BACKGROUND;
849
850 for (x = 0; x < state->params.w; x++) {
851 for (y = 0; y < state->params.h; y++) {
852 int i = (state->params.w * y) + x;
853 int col = COL(state,x,y), tile = col;
854 int dright = (x+1 < state->params.w);
855 int dbelow = (y+1 < state->params.h);
856
857 tile |= ISSEL(ui,x,y);
858 if (dright && COL(state,x+1,y) == col)
859 tile |= TILE_JOINRIGHT;
860 if (dbelow && COL(state,x,y+1) == col)
861 tile |= TILE_JOINDOWN;
862 if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
863 COL(state,x+1,y+1) == col)
864 tile |= TILE_JOINDIAG;
865
866 if (ui->displaysel && ui->xsel == x && ui->ysel == y)
867 tile |= TILE_HASSEL;
868
869 /* For now we're never expecting oldstate at all (because we have
870 * no animation); when we do we might well want to be looking
871 * at the tile colours from oldstate, not state. */
872 if ((oldstate && COL(oldstate,x,y) != col) ||
873 (flashtime > 0.0) ||
874 (ds->bgcolour != bgcolour) ||
875 (tile != ds->tiles[i])) {
876 tile_redraw(fe, ds, x, y, dright, dbelow,
877 tile, state, bgcolour);
878 ds->tiles[i] = tile;
879 }
880 }
881 }
882 ds->bgcolour = bgcolour;
883
884 {
885 char status[255], score[80];
886
887 sprintf(score, "Score: %d", state->score);
888
889 if (state->complete)
890 sprintf(status, "COMPLETE! %s", score);
891 else if (state->impossible)
892 sprintf(status, "Cannot move! %s", score);
893 else if (ui->nselected)
894 sprintf(status, "%s Selected: %d (%d)",
895 score, ui->nselected, npoints(&state->params, ui->nselected));
896 else
897 sprintf(status, "%s", score);
898 status_bar(fe, status);
899 }
900 }
901
902 static float game_anim_length(game_state *oldstate, game_state *newstate,
903 int dir, game_ui *ui)
904 {
905 return 0.0F;
906 }
907
908 static float game_flash_length(game_state *oldstate, game_state *newstate,
909 int dir, game_ui *ui)
910 {
911 if ((!oldstate->complete && newstate->complete) ||
912 (!oldstate->impossible && newstate->impossible))
913 return 2 * FLASH_FRAME;
914 else
915 return 0.0F;
916 }
917
918 static int game_wants_statusbar(void)
919 {
920 return TRUE;
921 }
922
923 static int game_timing_state(game_state *state)
924 {
925 return TRUE;
926 }
927
928 #ifdef COMBINED
929 #define thegame samegame
930 #endif
931
932 const struct game thegame = {
933 "Same Game", NULL,
934 default_params,
935 game_fetch_preset,
936 decode_params,
937 encode_params,
938 free_params,
939 dup_params,
940 TRUE, game_configure, custom_params,
941 validate_params,
942 new_game_desc,
943 game_free_aux_info,
944 validate_desc,
945 new_game,
946 dup_game,
947 free_game,
948 FALSE, solve_game,
949 TRUE, game_text_format,
950 new_ui,
951 free_ui,
952 game_changed_state,
953 make_move,
954 game_size,
955 game_colours,
956 game_new_drawstate,
957 game_free_drawstate,
958 game_redraw,
959 game_anim_length,
960 game_flash_length,
961 game_wants_statusbar,
962 FALSE, game_timing_state,
963 0, /* mouse_priorities */
964 };