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Files
928 lines
22 KiB
C
928 lines
22 KiB
C
/*
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* 'same game' -- try to remove all the coloured squares by
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* selecting regions of contiguous colours.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#include <math.h>
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#include "puzzles.h"
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#define TILE_INNER (ds->tileinner)
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#define TILE_GAP (ds->tilegap)
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#define TILE_SIZE (TILE_INNER + TILE_GAP)
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#define PREFERRED_TILE_SIZE 32
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#define BORDER (TILE_SIZE / 2)
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#define HIGHLIGHT_WIDTH 2
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#define FLASH_FRAME 0.13F
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#define COORD(x) ( (x) * TILE_SIZE + BORDER )
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#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
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#define X(state, i) ( (i) % (state)->params.w )
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#define Y(state, i) ( (i) / (state)->params.w )
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#define C(state, x, y) ( (y) * (state)->w + (x) )
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enum {
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COL_BACKGROUND,
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COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9,
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COL_IMPOSSIBLE, COL_SEL, COL_HIGHLIGHT, COL_LOWLIGHT,
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NCOLOURS
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};
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/* scoresub is 1 or 2 (for (n-1)^2 or (n-2)^2) */
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struct game_params {
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int w, h, ncols, scoresub;
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};
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/* These flags must be unique across all uses; in the game_state,
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* the game_ui, and the drawstate (as they all get combined in the
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* drawstate). */
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#define TILE_COLMASK 0x0ff
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#define TILE_SELECTED 0x100 /* used in ui and drawstate */
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#define TILE_JOINRIGHT 0x200 /* used in drawstate */
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#define TILE_JOINDOWN 0x400 /* used in drawstate */
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#define TILE_JOINDIAG 0x800 /* used in drawstate */
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#define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)])
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#define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK)
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#define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED)
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#define SWAPTILE(gs,x1,y1,x2,y2) do { \
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int t = TILE(gs,x1,y1); \
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TILE(gs,x1,y1) = TILE(gs,x2,y2); \
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TILE(gs,x2,y2) = t; \
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} while (0)
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static int npoints(game_params *params, int nsel)
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{
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int sdiff = nsel - params->scoresub;
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return (sdiff > 0) ? sdiff * sdiff : 0;
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}
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struct game_state {
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struct game_params params;
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int n;
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int *tiles; /* colour only */
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int score;
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int complete, impossible;
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->w = 5;
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ret->h = 5;
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ret->ncols = 3;
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ret->scoresub = 2;
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return ret;
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}
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static const struct game_params samegame_presets[] = {
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{ 5, 5, 3, 2 },
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{ 10, 5, 3, 2 },
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{ 15, 10, 3, 2 },
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{ 15, 10, 4, 2 },
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{ 20, 15, 4, 2 }
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};
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static int game_fetch_preset(int i, char **name, game_params **params)
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{
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game_params *ret;
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char str[80];
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if (i < 0 || i >= lenof(samegame_presets))
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return FALSE;
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ret = snew(game_params);
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*ret = samegame_presets[i];
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sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols);
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*name = dupstr(str);
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*params = ret;
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return TRUE;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static void decode_params(game_params *params, char const *string)
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{
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char const *p = string;
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params->w = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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if (*p == 'x') {
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p++;
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params->h = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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} else {
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params->h = params->w;
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}
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if (*p++ == 'c') {
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params->ncols = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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} else {
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params->ncols = 3;
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}
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if (*p++ == 's') {
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params->scoresub = atoi(p);
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while (*p && isdigit((unsigned char)*p)) p++;
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} else {
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params->scoresub = 2;
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}
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}
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static char *encode_params(game_params *params, int full)
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{
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char ret[80];
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sprintf(ret, "%dx%dc%ds%d",
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params->w, params->h, params->ncols, params->scoresub);
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return dupstr(ret);
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}
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static config_item *game_configure(game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(5, config_item);
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ret[0].name = "Width";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->w);
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ret[0].sval = dupstr(buf);
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ret[0].ival = 0;
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ret[1].name = "Height";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->h);
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ret[1].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[2].name = "No. of colours";
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ret[2].type = C_STRING;
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sprintf(buf, "%d", params->ncols);
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ret[2].sval = dupstr(buf);
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ret[2].ival = 0;
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ret[3].name = "Scoring system";
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ret[3].type = C_CHOICES;
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ret[3].sval = ":(n-1)^2:(n-2)^2";
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ret[3].ival = params->scoresub-1;
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ret[4].name = NULL;
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ret[4].type = C_END;
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ret[4].sval = NULL;
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ret[4].ival = 0;
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return ret;
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}
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static game_params *custom_params(config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->w = atoi(cfg[0].sval);
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ret->h = atoi(cfg[1].sval);
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ret->ncols = atoi(cfg[2].sval);
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ret->scoresub = cfg[3].ival + 1;
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return ret;
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}
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static char *validate_params(game_params *params)
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{
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if (params->w < 1 || params->h < 1)
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return "Width and height must both be positive";
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if (params->ncols < 2)
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return "It's too easy with only one colour...";
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if (params->ncols > 9)
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return "Maximum of 9 colours";
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/* ...and we must make sure we can generate at least 2 squares
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* of each colour so it's theoretically soluble. */
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if ((params->w * params->h) < (params->ncols * 2))
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return "Too many colours makes given grid size impossible";
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if ((params->scoresub < 1) || (params->scoresub > 2))
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return "Scoring system not recognised";
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return NULL;
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}
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/* Currently this is a very very dumb game-generation engine; it
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* just picks randomly from the tile space. I had a look at a few
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* other same game implementations, and none of them attempt to do
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* anything to try and make sure the grid started off with a nice
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* set of large blocks.
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*
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* It does at least make sure that there are >= 2 of each colour
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* present at the start.
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*/
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static char *new_game_desc(game_params *params, random_state *rs,
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game_aux_info **aux, int interactive)
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{
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char *ret;
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int n, i, j, c, retlen, *tiles;
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debug(("new_game_desc: %dx%d, %d colours",
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params->w, params->h, params->ncols));
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n = params->w * params->h;
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tiles = snewn(n, int);
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memset(tiles, 0, n*sizeof(int));
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/* randomly place two of each colour */
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for (c = 0; c < params->ncols; c++) {
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for (j = 0; j < 2; j++) {
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do {
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i = (int)random_upto(rs, n);
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} while (tiles[i] != 0);
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tiles[i] = c+1;
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}
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}
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/* fill in the rest randomly */
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for (i = 0; i < n; i++) {
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if (tiles[i] == 0)
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tiles[i] = (int)random_upto(rs, params->ncols)+1;
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}
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ret = NULL;
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retlen = 0;
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for (i = 0; i < n; i++) {
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char buf[80];
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int k;
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k = sprintf(buf, "%d,", tiles[i]);
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ret = sresize(ret, retlen + k + 1, char);
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strcpy(ret + retlen, buf);
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retlen += k;
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}
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ret[retlen-1] = '\0'; /* delete last comma */
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sfree(tiles);
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return ret;
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}
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static void game_free_aux_info(game_aux_info *aux)
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{
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assert(!"Shouldn't happen");
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}
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static char *validate_desc(game_params *params, char *desc)
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{
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int area = params->w * params->h, i;
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char *p = desc;
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for (i = 0; i < area; i++) {
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char *q = p;
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int n;
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if (!isdigit(*p))
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return "Not enough numbers in string";
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while (isdigit(*p)) p++;
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if (i < area-1 && *p != ',')
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return "Expected comma after number";
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else if (i == area-1 && *p)
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return "Excess junk at end of string";
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n = atoi(q);
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if (n < 0 || n > params->ncols)
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return "Colour out of range";
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if (*p) p++; /* eat comma */
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}
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return NULL;
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}
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static game_state *new_game(midend_data *me, game_params *params, char *desc)
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{
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game_state *state = snew(game_state);
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char *p = desc;
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int i;
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state->params = *params; /* struct copy */
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state->n = state->params.w * state->params.h;
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state->tiles = snewn(state->n, int);
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for (i = 0; i < state->n; i++) {
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assert(*p);
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state->tiles[i] = atoi(p);
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while (*p && *p != ',')
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p++;
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if (*p) p++; /* eat comma */
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}
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state->complete = state->impossible = 0;
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state->score = 0;
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return state;
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}
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static game_state *dup_game(game_state *state)
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{
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game_state *ret = snew(game_state);
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*ret = *state; /* structure copy, except... */
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ret->tiles = snewn(state->n, int);
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memcpy(ret->tiles, state->tiles, state->n * sizeof(int));
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return ret;
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}
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static void free_game(game_state *state)
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{
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sfree(state->tiles);
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sfree(state);
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}
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static game_state *solve_game(game_state *state, game_aux_info *aux,
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char **error)
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{
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return NULL;
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}
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static char *game_text_format(game_state *state)
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{
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char *ret, *p;
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int x, y, maxlen;
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maxlen = state->params.h * (state->params.w + 1);
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ret = snewn(maxlen+1, char);
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p = ret;
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for (y = 0; y < state->params.h; y++) {
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for (x = 0; x < state->params.w; x++) {
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int t = TILE(state,x,y);
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if (t <= 0) *p++ = ' ';
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else if (t < 10) *p++ = '0'+t;
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else *p++ = 'a'+(t-10);
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}
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*p++ = '\n';
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}
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assert(p - ret == maxlen);
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*p = '\0';
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return ret;
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}
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struct game_ui {
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struct game_params params;
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int *tiles; /* selected-ness only */
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int nselected;
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};
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static game_ui *new_ui(game_state *state)
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{
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game_ui *ui = snew(game_ui);
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ui->params = state->params; /* structure copy */
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ui->tiles = snewn(state->n, int);
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memset(ui->tiles, 0, state->n*sizeof(int));
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ui->nselected = 0;
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return ui;
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}
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static void free_ui(game_ui *ui)
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{
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sfree(ui->tiles);
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sfree(ui);
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}
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static void sel_clear(game_ui *ui, game_state *state)
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{
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int i;
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for (i = 0; i < state->n; i++)
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ui->tiles[i] &= ~TILE_SELECTED;
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ui->nselected = 0;
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debug(("sel_clear"));
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}
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static void game_changed_state(game_ui *ui, game_state *oldstate,
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game_state *newstate)
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{
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sel_clear(ui, newstate);
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}
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static void sel_remove(game_ui *ui, game_state *state)
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{
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int i, nremoved = 0;
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state->score += npoints(&state->params, ui->nselected);
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for (i = 0; i < state->n; i++) {
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if (ui->tiles[i] & TILE_SELECTED) {
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nremoved++;
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state->tiles[i] = 0;
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ui->tiles[i] &= ~TILE_SELECTED;
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}
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}
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ui->nselected = 0;
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debug(("sel_remove: removed %d selected tiles", nremoved));
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}
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static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
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{
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int ns = 1, nadded, x, y, c;
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TILE(ui,tx,ty) |= TILE_SELECTED;
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debug(("sel_expand, selected initial tile"));
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do {
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nadded = 0;
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for (x = 0; x < state->params.w; x++) {
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for (y = 0; y < state->params.h; y++) {
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if (x == tx && y == ty) continue;
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if (ISSEL(ui,x,y)) continue;
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c = COL(state,x,y);
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if ((x > 0) &&
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ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) {
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TILE(ui,x,y) |= TILE_SELECTED;
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nadded++;
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continue;
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}
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if ((x+1 < state->params.w) &&
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ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) {
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TILE(ui,x,y) |= TILE_SELECTED;
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nadded++;
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continue;
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}
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if ((y > 0) &&
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ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) {
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TILE(ui,x,y) |= TILE_SELECTED;
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nadded++;
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continue;
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}
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if ((y+1 < state->params.h) &&
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ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) {
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TILE(ui,x,y) |= TILE_SELECTED;
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nadded++;
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continue;
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}
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}
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}
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ns += nadded;
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debug(("sel_expand, new pass, selected %d more tiles", nadded));
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} while (nadded > 0);
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if (ns > 1) {
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ui->nselected = ns;
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} else {
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sel_clear(ui, state);
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}
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}
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static int sg_emptycol(game_state *ret, int x)
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{
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int y;
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for (y = 0; y < ret->params.h; y++) {
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if (COL(ret,x,y)) return 0;
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}
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return 1;
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}
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static void sg_snuggle(game_state *ret)
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{
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int x,y, ndone;
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/* make all unsupported tiles fall down. */
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do {
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ndone = 0;
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for (x = 0; x < ret->params.w; x++) {
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for (y = ret->params.h-1; y > 0; y--) {
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if (COL(ret,x,y) != 0) continue;
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if (COL(ret,x,y-1) != 0) {
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SWAPTILE(ret,x,y,x,y-1);
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ndone++;
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}
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}
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}
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} while (ndone);
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/* shuffle all columns as far left as they can go. */
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do {
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ndone = 0;
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for (x = 0; x < ret->params.w-1; x++) {
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if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
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debug(("column %d is empty, shuffling from %d", x, x+1));
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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 */
|
|
};
|