/* These flags must be unique across all uses; in the game_state,
* the game_ui, and the drawstate (as they all get combined in the
* drawstate). */
-#define TILE_COLMASK 0x0ff
-#define TILE_SELECTED 0x100 /* used in ui and drawstate */
-#define TILE_JOINRIGHT 0x200 /* used in drawstate */
-#define TILE_JOINDOWN 0x400 /* used in drawstate */
-#define TILE_JOINDIAG 0x800 /* used in drawstate */
+#define TILE_COLMASK 0x00ff
+#define TILE_SELECTED 0x0100 /* used in ui and drawstate */
+#define TILE_JOINRIGHT 0x0200 /* used in drawstate */
+#define TILE_JOINDOWN 0x0400 /* used in drawstate */
+#define TILE_JOINDIAG 0x0800 /* used in drawstate */
+#define TILE_HASSEL 0x1000 /* used in drawstate */
+#define TILE_IMPOSSIBLE 0x2000 /* used in drawstate */
#define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)])
#define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK)
char *ret;
int n, i, j, c, retlen, *tiles;
- debug(("new_game_desc: %dx%d, %d colours",
- params->w, params->h, params->ncols));
n = params->w * params->h;
tiles = snewn(n, int);
memset(tiles, 0, n*sizeof(int));
sfree(state);
}
-static game_state *solve_game(game_state *state, game_aux_info *aux,
- char **error)
+static game_state *solve_game(game_state *state, game_state *currstate,
+ game_aux_info *aux, char **error)
{
return NULL;
}
struct game_params params;
int *tiles; /* selected-ness only */
int nselected;
+ int xsel, ysel, displaysel;
};
static game_ui *new_ui(game_state *state)
memset(ui->tiles, 0, state->n*sizeof(int));
ui->nselected = 0;
+ ui->xsel = ui->ysel = ui->displaysel = 0;
+
return ui;
}
for (i = 0; i < state->n; i++)
ui->tiles[i] &= ~TILE_SELECTED;
ui->nselected = 0;
- debug(("sel_clear"));
}
}
}
ui->nselected = 0;
- debug(("sel_remove: removed %d selected tiles", nremoved));
}
static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
int ns = 1, nadded, x, y, c;
TILE(ui,tx,ty) |= TILE_SELECTED;
- debug(("sel_expand, selected initial tile"));
do {
nadded = 0;
}
}
ns += nadded;
- debug(("sel_expand, new pass, selected %d more tiles", nadded));
} while (nadded > 0);
if (ns > 1) {
ndone = 0;
for (x = 0; x < ret->params.w-1; x++) {
if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
- debug(("column %d is empty, shuffling from %d", x, x+1));
ndone++;
for (y = 0; y < ret->params.h; y++) {
SWAPTILE(ret,x,y,x+1,y);
int tx, ty;
game_state *ret = from;
- if (button != RIGHT_BUTTON && button != LEFT_BUTTON)
+ ui->displaysel = 0;
+
+ if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
+ tx = FROMCOORD(x); ty= FROMCOORD(y);
+ } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
+ button == CURSOR_LEFT || button == CURSOR_RIGHT) {
+ int dx = 0, dy = 0;
+ ui->displaysel = 1;
+ dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
+ dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
+ ui->xsel = (ui->xsel + from->params.w + dx) % from->params.w;
+ ui->ysel = (ui->ysel + from->params.h + dy) % from->params.h;
+ return ret;
+ } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
+ button == '\n') {
+ ui->displaysel = 1;
+ tx = ui->xsel;
+ ty = ui->ysel;
+ } else
return NULL;
- tx = FROMCOORD(x); ty= FROMCOORD(y);
if (tx < 0 || tx >= from->params.w || ty < 0 || ty >= from->params.h)
return NULL;
if (COL(from, tx, ty) == 0) return NULL;
sel_clear(ui, from); /* might be no-op */
sel_expand(ui, from, tx, ty);
}
+ if (ret->complete || ret->impossible)
+ ui->displaysel = 0;
return ret;
}
ret[COL_3 * 3 + 1] = 0.0F;
ret[COL_3 * 3 + 2] = 0.0F;
- ret[COL_4 * 3 + 0] = 0.5F;
- ret[COL_4 * 3 + 1] = 0.5F;
- ret[COL_4 * 3 + 2] = 1.0F;
+ ret[COL_4 * 3 + 0] = 1.0F;
+ ret[COL_4 * 3 + 1] = 1.0F;
+ ret[COL_4 * 3 + 2] = 0.0F;
- ret[COL_5 * 3 + 0] = 0.5F;
- ret[COL_5 * 3 + 1] = 1.0F;
- ret[COL_5 * 3 + 2] = 0.5F;
+ ret[COL_5 * 3 + 0] = 1.0F;
+ ret[COL_5 * 3 + 1] = 0.0F;
+ ret[COL_5 * 3 + 2] = 1.0F;
- ret[COL_6 * 3 + 0] = 1.0F;
- ret[COL_6 * 3 + 1] = 0.5F;
- ret[COL_6 * 3 + 2] = 0.5F;
+ ret[COL_6 * 3 + 0] = 0.0F;
+ ret[COL_6 * 3 + 1] = 1.0F;
+ ret[COL_6 * 3 + 2] = 1.0F;
- ret[COL_7 * 3 + 0] = 1.0F;
- ret[COL_7 * 3 + 1] = 1.0F;
- ret[COL_7 * 3 + 2] = 0.0F;
+ ret[COL_7 * 3 + 0] = 0.5F;
+ ret[COL_7 * 3 + 1] = 0.5F;
+ ret[COL_7 * 3 + 2] = 1.0F;
- ret[COL_8 * 3 + 0] = 1.0F;
- ret[COL_8 * 3 + 1] = 0.0F;
- ret[COL_8 * 3 + 2] = 1.0F;
+ ret[COL_8 * 3 + 0] = 0.5F;
+ ret[COL_8 * 3 + 1] = 1.0F;
+ ret[COL_8 * 3 + 2] = 0.5F;
- ret[COL_9 * 3 + 0] = 0.0F;
- ret[COL_9 * 3 + 1] = 1.0F;
- ret[COL_9 * 3 + 2] = 1.0F;
+ ret[COL_9 * 3 + 0] = 1.0F;
+ ret[COL_9 * 3 + 1] = 0.5F;
+ ret[COL_9 * 3 + 2] = 0.5F;
ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
static void tile_redraw(frontend *fe, game_drawstate *ds,
int x, int y, int dright, int dbelow,
- int tile, game_state *state, int bgcolour)
+ int tile, int bgcolour)
{
int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
if (col) {
- if (state->impossible) {
+ if (tile & TILE_IMPOSSIBLE) {
outer = col;
inner = COL_IMPOSSIBLE;
} else if (tile & TILE_SELECTED) {
draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
(tile & TILE_JOINDIAG) ? outer : bgcolour);
+ if (tile & TILE_HASSEL) {
+ int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
+ int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
+ draw_line(fe, sx, sy, sx+ssz, sy, scol);
+ draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol);
+ draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol);
+ draw_line(fe, sx, sy+ssz, sx, sy, scol);
+ }
+
draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
}
{
int bgcolour, x, y;
- debug(("samegame redraw: dir %d, oldstate 0x%lx, animtime %f, flashtime %f",
- dir, oldstate, animtime, flashtime));
-
/* This was entirely cloned from fifteen.c; it should probably be
* moved into some generic 'draw-recessed-rectangle' utility fn. */
if (!ds->started) {
int dbelow = (y+1 < state->params.h);
tile |= ISSEL(ui,x,y);
+ if (state->impossible)
+ tile |= TILE_IMPOSSIBLE;
if (dright && COL(state,x+1,y) == col)
tile |= TILE_JOINRIGHT;
if (dbelow && COL(state,x,y+1) == col)
COL(state,x+1,y+1) == col)
tile |= TILE_JOINDIAG;
+ if (ui->displaysel && ui->xsel == x && ui->ysel == y)
+ tile |= TILE_HASSEL;
+
/* For now we're never expecting oldstate at all (because we have
* no animation); when we do we might well want to be looking
* at the tile colours from oldstate, not state. */
(flashtime > 0.0) ||
(ds->bgcolour != bgcolour) ||
(tile != ds->tiles[i])) {
- tile_redraw(fe, ds, x, y, dright, dbelow,
- tile, state, bgcolour);
+ tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);
ds->tiles[i] = tile;
}
}
#endif
const struct game thegame = {
- "Same Game", NULL,
+ "Same Game", "games.samegame",
default_params,
game_fetch_preset,
decode_params,