James Harvey has contributed an implementation of `Same Game', also

known as ksame (KDE) and Same GNOME (GNOME).

[originally from svn r5914]
This commit is contained in:
Simon Tatham
2005-06-07 19:01:36 +00:00
parent 02035753f8
commit 0bcdb7aa03
4 changed files with 983 additions and 8 deletions

927
samegame.c Normal file
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@ -0,0 +1,927 @@
/*
* 'same game' -- try to remove all the coloured squares by
* selecting regions of contiguous colours.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <ctype.h>
#include <math.h>
#include "puzzles.h"
#define TILE_INNER (ds->tileinner)
#define TILE_GAP (ds->tilegap)
#define TILE_SIZE (TILE_INNER + TILE_GAP)
#define PREFERRED_TILE_SIZE 32
#define BORDER (TILE_SIZE / 2)
#define HIGHLIGHT_WIDTH 2
#define FLASH_FRAME 0.13F
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
#define X(state, i) ( (i) % (state)->params.w )
#define Y(state, i) ( (i) / (state)->params.w )
#define C(state, x, y) ( (y) * (state)->w + (x) )
enum {
COL_BACKGROUND,
COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9,
COL_IMPOSSIBLE, COL_SEL, COL_HIGHLIGHT, COL_LOWLIGHT,
NCOLOURS
};
/* scoresub is 1 or 2 (for (n-1)^2 or (n-2)^2) */
struct game_params {
int w, h, ncols, scoresub;
};
/* 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(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)])
#define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK)
#define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED)
#define SWAPTILE(gs,x1,y1,x2,y2) do { \
int t = TILE(gs,x1,y1); \
TILE(gs,x1,y1) = TILE(gs,x2,y2); \
TILE(gs,x2,y2) = t; \
} while (0)
static int npoints(game_params *params, int nsel)
{
int sdiff = nsel - params->scoresub;
return (sdiff > 0) ? sdiff * sdiff : 0;
}
struct game_state {
struct game_params params;
int n;
int *tiles; /* colour only */
int score;
int complete, impossible;
};
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
ret->w = 5;
ret->h = 5;
ret->ncols = 3;
ret->scoresub = 2;
return ret;
}
static const struct game_params samegame_presets[] = {
{ 5, 5, 3, 2 },
{ 10, 5, 3, 2 },
{ 15, 10, 3, 2 },
{ 15, 10, 4, 2 },
{ 20, 15, 4, 2 }
};
static int game_fetch_preset(int i, char **name, game_params **params)
{
game_params *ret;
char str[80];
if (i < 0 || i >= lenof(samegame_presets))
return FALSE;
ret = snew(game_params);
*ret = samegame_presets[i];
sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols);
*name = dupstr(str);
*params = ret;
return TRUE;
}
static void free_params(game_params *params)
{
sfree(params);
}
static game_params *dup_params(game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
return ret;
}
static void decode_params(game_params *params, char const *string)
{
char const *p = string;
params->w = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
if (*p == 'x') {
p++;
params->h = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
} else {
params->h = params->w;
}
if (*p++ == 'c') {
params->ncols = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
} else {
params->ncols = 3;
}
if (*p++ == 's') {
params->scoresub = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
} else {
params->scoresub = 2;
}
}
static char *encode_params(game_params *params, int full)
{
char ret[80];
sprintf(ret, "%dx%dc%ds%d",
params->w, params->h, params->ncols, params->scoresub);
return dupstr(ret);
}
static config_item *game_configure(game_params *params)
{
config_item *ret;
char buf[80];
ret = snewn(5, config_item);
ret[0].name = "Width";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->w);
ret[0].sval = dupstr(buf);
ret[0].ival = 0;
ret[1].name = "Height";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->h);
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
ret[2].name = "No. of colours";
ret[2].type = C_STRING;
sprintf(buf, "%d", params->ncols);
ret[2].sval = dupstr(buf);
ret[2].ival = 0;
ret[3].name = "Scoring system";
ret[3].type = C_CHOICES;
ret[3].sval = ":(n-1)^2:(n-2)^2";
ret[3].ival = params->scoresub-1;
ret[4].name = NULL;
ret[4].type = C_END;
ret[4].sval = NULL;
ret[4].ival = 0;
return ret;
}
static game_params *custom_params(config_item *cfg)
{
game_params *ret = snew(game_params);
ret->w = atoi(cfg[0].sval);
ret->h = atoi(cfg[1].sval);
ret->ncols = atoi(cfg[2].sval);
ret->scoresub = cfg[3].ival + 1;
return ret;
}
static char *validate_params(game_params *params)
{
if (params->w < 1 || params->h < 1)
return "Width and height must both be positive";
if (params->ncols < 2)
return "It's too easy with only one colour...";
if (params->ncols > 9)
return "Maximum of 9 colours";
/* ...and we must make sure we can generate at least 2 squares
* of each colour so it's theoretically soluble. */
if ((params->w * params->h) < (params->ncols * 2))
return "Too many colours makes given grid size impossible";
if ((params->scoresub < 1) || (params->scoresub > 2))
return "Scoring system not recognised";
return NULL;
}
/* Currently this is a very very dumb game-generation engine; it
* just picks randomly from the tile space. I had a look at a few
* other same game implementations, and none of them attempt to do
* anything to try and make sure the grid started off with a nice
* set of large blocks.
*
* It does at least make sure that there are >= 2 of each colour
* present at the start.
*/
static char *new_game_desc(game_params *params, random_state *rs,
game_aux_info **aux, int interactive)
{
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));
/* randomly place two of each colour */
for (c = 0; c < params->ncols; c++) {
for (j = 0; j < 2; j++) {
do {
i = (int)random_upto(rs, n);
} while (tiles[i] != 0);
tiles[i] = c+1;
}
}
/* fill in the rest randomly */
for (i = 0; i < n; i++) {
if (tiles[i] == 0)
tiles[i] = (int)random_upto(rs, params->ncols)+1;
}
ret = NULL;
retlen = 0;
for (i = 0; i < n; i++) {
char buf[80];
int k;
k = sprintf(buf, "%d,", tiles[i]);
ret = sresize(ret, retlen + k + 1, char);
strcpy(ret + retlen, buf);
retlen += k;
}
ret[retlen-1] = '\0'; /* delete last comma */
sfree(tiles);
return ret;
}
static void game_free_aux_info(game_aux_info *aux)
{
assert(!"Shouldn't happen");
}
static char *validate_desc(game_params *params, char *desc)
{
int area = params->w * params->h, i;
char *p = desc;
for (i = 0; i < area; i++) {
char *q = p;
int n;
if (!isdigit(*p))
return "Not enough numbers in string";
while (isdigit(*p)) p++;
if (i < area-1 && *p != ',')
return "Expected comma after number";
else if (i == area-1 && *p)
return "Excess junk at end of string";
n = atoi(q);
if (n < 0 || n > params->ncols)
return "Colour out of range";
if (*p) p++; /* eat comma */
}
return NULL;
}
static game_state *new_game(midend_data *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
char *p = desc;
int i;
state->params = *params; /* struct copy */
state->n = state->params.w * state->params.h;
state->tiles = snewn(state->n, int);
for (i = 0; i < state->n; i++) {
assert(*p);
state->tiles[i] = atoi(p);
while (*p && *p != ',')
p++;
if (*p) p++; /* eat comma */
}
state->complete = state->impossible = 0;
state->score = 0;
return state;
}
static game_state *dup_game(game_state *state)
{
game_state *ret = snew(game_state);
*ret = *state; /* structure copy, except... */
ret->tiles = snewn(state->n, int);
memcpy(ret->tiles, state->tiles, state->n * sizeof(int));
return ret;
}
static void free_game(game_state *state)
{
sfree(state->tiles);
sfree(state);
}
static game_state *solve_game(game_state *state, game_aux_info *aux,
char **error)
{
return NULL;
}
static char *game_text_format(game_state *state)
{
char *ret, *p;
int x, y, maxlen;
maxlen = state->params.h * (state->params.w + 1);
ret = snewn(maxlen+1, char);
p = ret;
for (y = 0; y < state->params.h; y++) {
for (x = 0; x < state->params.w; x++) {
int t = TILE(state,x,y);
if (t <= 0) *p++ = ' ';
else if (t < 10) *p++ = '0'+t;
else *p++ = 'a'+(t-10);
}
*p++ = '\n';
}
assert(p - ret == maxlen);
*p = '\0';
return ret;
}
struct game_ui {
struct game_params params;
int *tiles; /* selected-ness only */
int nselected;
};
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
ui->params = state->params; /* structure copy */
ui->tiles = snewn(state->n, int);
memset(ui->tiles, 0, state->n*sizeof(int));
ui->nselected = 0;
return ui;
}
static void free_ui(game_ui *ui)
{
sfree(ui->tiles);
sfree(ui);
}
static void sel_clear(game_ui *ui, game_state *state)
{
int i;
for (i = 0; i < state->n; i++)
ui->tiles[i] &= ~TILE_SELECTED;
ui->nselected = 0;
debug(("sel_clear"));
}
static void game_changed_state(game_ui *ui, game_state *oldstate,
game_state *newstate)
{
sel_clear(ui, newstate);
}
static void sel_remove(game_ui *ui, game_state *state)
{
int i, nremoved = 0;
state->score += npoints(&state->params, ui->nselected);
for (i = 0; i < state->n; i++) {
if (ui->tiles[i] & TILE_SELECTED) {
nremoved++;
state->tiles[i] = 0;
ui->tiles[i] &= ~TILE_SELECTED;
}
}
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;
for (x = 0; x < state->params.w; x++) {
for (y = 0; y < state->params.h; y++) {
if (x == tx && y == ty) continue;
if (ISSEL(ui,x,y)) continue;
c = COL(state,x,y);
if ((x > 0) &&
ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) {
TILE(ui,x,y) |= TILE_SELECTED;
nadded++;
continue;
}
if ((x+1 < state->params.w) &&
ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) {
TILE(ui,x,y) |= TILE_SELECTED;
nadded++;
continue;
}
if ((y > 0) &&
ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) {
TILE(ui,x,y) |= TILE_SELECTED;
nadded++;
continue;
}
if ((y+1 < state->params.h) &&
ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) {
TILE(ui,x,y) |= TILE_SELECTED;
nadded++;
continue;
}
}
}
ns += nadded;
debug(("sel_expand, new pass, selected %d more tiles", nadded));
} while (nadded > 0);
if (ns > 1) {
ui->nselected = ns;
} else {
sel_clear(ui, state);
}
}
static int sg_emptycol(game_state *ret, int x)
{
int y;
for (y = 0; y < ret->params.h; y++) {
if (COL(ret,x,y)) return 0;
}
return 1;
}
static void sg_snuggle(game_state *ret)
{
int x,y, ndone;
/* make all unsupported tiles fall down. */
do {
ndone = 0;
for (x = 0; x < ret->params.w; x++) {
for (y = ret->params.h-1; y > 0; y--) {
if (COL(ret,x,y) != 0) continue;
if (COL(ret,x,y-1) != 0) {
SWAPTILE(ret,x,y,x,y-1);
ndone++;
}
}
}
} while (ndone);
/* shuffle all columns as far left as they can go. */
do {
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);
}
}
}
} while (ndone);
}
static void sg_check(game_state *ret)
{
int x,y, complete = 1, impossible = 1;
for (x = 0; x < ret->params.w; x++) {
for (y = 0; y < ret->params.h; y++) {
if (COL(ret,x,y) == 0)
continue;
complete = 0;
if (x+1 < ret->params.w) {
if (COL(ret,x,y) == COL(ret,x+1,y))
impossible = 0;
}
if (y+1 < ret->params.h) {
if (COL(ret,x,y) == COL(ret,x,y+1))
impossible = 0;
}
}
}
ret->complete = complete;
ret->impossible = impossible;
}
struct game_drawstate {
int started, bgcolour;
int tileinner, tilegap;
int *tiles; /* contains colour and SELECTED. */
};
static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
int tx, ty;
game_state *ret = from;
if (button != RIGHT_BUTTON && button != LEFT_BUTTON)
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;
if (ISSEL(ui,tx,ty)) {
if (button == RIGHT_BUTTON)
sel_clear(ui, from);
else {
/* this is the actual move. */
ret = dup_game(from);
sel_remove(ui, ret);
sg_snuggle(ret); /* shifts blanks down and to the left */
sg_check(ret); /* checks for completeness or impossibility */
}
} else {
sel_clear(ui, from); /* might be no-op */
sel_expand(ui, from, tx, ty);
}
return ret;
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
int expand)
{
int tsx, tsy, ts;
/*
* We could choose the tile gap dynamically as well if we
* wanted to; for example, at low tile sizes it might be
* sensible to leave it out completely. However, for the moment
* and for the sake of simplicity I'm just going to fix it at
* 2.
*/
ds->tilegap = 2;
/*
* Each window dimension equals the tile size (inner plus gap)
* times the grid dimension, plus another tile size (border is
* half the width of a tile), minus one tile gap.
*
* We must cast to unsigned before adding to *x and *y, since
* they might be INT_MAX!
*/
tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1);
tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1);
ts = min(tsx, tsy);
if (expand)
ds->tileinner = ts - ds->tilegap;
else
ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - ds->tilegap;
*x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
*y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
}
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
ret[COL_1 * 3 + 0] = 0.0F;
ret[COL_1 * 3 + 1] = 0.0F;
ret[COL_1 * 3 + 2] = 1.0F;
ret[COL_2 * 3 + 0] = 0.0F;
ret[COL_2 * 3 + 1] = 0.5F;
ret[COL_2 * 3 + 2] = 0.0F;
ret[COL_3 * 3 + 0] = 1.0F;
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_5 * 3 + 0] = 0.5F;
ret[COL_5 * 3 + 1] = 1.0F;
ret[COL_5 * 3 + 2] = 0.5F;
ret[COL_6 * 3 + 0] = 1.0F;
ret[COL_6 * 3 + 1] = 0.5F;
ret[COL_6 * 3 + 2] = 0.5F;
ret[COL_7 * 3 + 0] = 1.0F;
ret[COL_7 * 3 + 1] = 1.0F;
ret[COL_7 * 3 + 2] = 0.0F;
ret[COL_8 * 3 + 0] = 1.0F;
ret[COL_8 * 3 + 1] = 0.0F;
ret[COL_8 * 3 + 2] = 1.0F;
ret[COL_9 * 3 + 0] = 0.0F;
ret[COL_9 * 3 + 1] = 1.0F;
ret[COL_9 * 3 + 2] = 1.0F;
ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F;
ret[COL_SEL * 3 + 0] = 1.0F;
ret[COL_SEL * 3 + 1] = 1.0F;
ret[COL_SEL * 3 + 2] = 1.0F;
ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
*ncolours = NCOLOURS;
return ret;
}
static game_drawstate *game_new_drawstate(game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
ds->started = 0;
ds->tileinner = ds->tilegap = 0; /* not decided yet */
ds->tiles = snewn(state->n, int);
for (i = 0; i < state->n; i++)
ds->tiles[i] = -1;
return ds;
}
static void game_free_drawstate(game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds);
}
/* Drawing routing for the tile at (x,y) is responsible for drawing
* itself and the gaps to its right and below. If we're the same colour
* as the tile to our right, then we fill in the gap; ditto below, and if
* both then we fill the teeny tiny square in the corner as well.
*/
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 outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
if (col) {
if (state->impossible) {
outer = col;
inner = COL_IMPOSSIBLE;
} else if (tile & TILE_SELECTED) {
outer = COL_SEL;
inner = col;
} else {
outer = inner = col;
}
}
draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
TILE_INNER/2, TILE_INNER/2, inner);
if (dright)
draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
(tile & TILE_JOINRIGHT) ? outer : bgcolour);
if (dbelow)
draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
(tile & TILE_JOINDOWN) ? outer : bgcolour);
if (dright && dbelow)
draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
(tile & TILE_JOINDIAG) ? outer : bgcolour);
draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
}
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
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 coords[10];
draw_rect(fe, 0, 0,
TILE_SIZE * state->params.w + 2 * BORDER,
TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
draw_update(fe, 0, 0,
TILE_SIZE * state->params.w + 2 * BORDER,
TILE_SIZE * state->params.h + 2 * BORDER);
/*
* Recessed area containing the whole puzzle.
*/
coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
coords[4] = coords[2] - TILE_SIZE;
coords[5] = coords[3] + TILE_SIZE;
coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
coords[6] = coords[8] + TILE_SIZE;
coords[7] = coords[9] - TILE_SIZE;
draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
ds->started = 1;
}
if (flashtime > 0.0) {
int frame = (int)(flashtime / FLASH_FRAME);
bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
} else
bgcolour = COL_BACKGROUND;
for (x = 0; x < state->params.w; x++) {
for (y = 0; y < state->params.h; y++) {
int i = (state->params.w * y) + x;
int col = COL(state,x,y), tile = col;
int dright = (x+1 < state->params.w);
int dbelow = (y+1 < state->params.h);
tile |= ISSEL(ui,x,y);
if (dright && COL(state,x+1,y) == col)
tile |= TILE_JOINRIGHT;
if (dbelow && COL(state,x,y+1) == col)
tile |= TILE_JOINDOWN;
if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
COL(state,x+1,y+1) == col)
tile |= TILE_JOINDIAG;
/* 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. */
if ((oldstate && COL(oldstate,x,y) != col) ||
(flashtime > 0.0) ||
(ds->bgcolour != bgcolour) ||
(tile != ds->tiles[i])) {
tile_redraw(fe, ds, x, y, dright, dbelow,
tile, state, bgcolour);
ds->tiles[i] = tile;
}
}
}
ds->bgcolour = bgcolour;
{
char status[255], score[80];
sprintf(score, "Score: %d", state->score);
if (state->complete)
sprintf(status, "COMPLETE! %s", score);
else if (state->impossible)
sprintf(status, "Cannot move! %s", score);
else if (ui->nselected)
sprintf(status, "%s Selected: %d (%d)",
score, ui->nselected, npoints(&state->params, ui->nselected));
else
sprintf(status, "%s", score);
status_bar(fe, status);
}
}
static float game_anim_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
return 0.0F;
}
static float game_flash_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
if ((!oldstate->complete && newstate->complete) ||
(!oldstate->impossible && newstate->impossible))
return 2 * FLASH_FRAME;
else
return 0.0F;
}
static int game_wants_statusbar(void)
{
return TRUE;
}
static int game_timing_state(game_state *state)
{
return TRUE;
}
#ifdef COMBINED
#define thegame samegame
#endif
const struct game thegame = {
"Same Game", NULL,
default_params,
game_fetch_preset,
decode_params,
encode_params,
free_params,
dup_params,
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
game_free_aux_info,
validate_desc,
new_game,
dup_game,
free_game,
FALSE, solve_game,
TRUE, game_text_format,
new_ui,
free_ui,
game_changed_state,
make_move,
game_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
game_wants_statusbar,
FALSE, game_timing_state,
0, /* mouse_priorities */
};