ref: d2d4b07e1573c624b8e6cc42a4436397161d7512
dir: /samegame.c/
/* * '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 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) #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, int full) { 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, char **aux, int interactive) { char *ret; int n, i, j, c, retlen, *tiles; 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 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((unsigned char)*p)) return "Not enough numbers in string"; while (isdigit((unsigned char)*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 char *solve_game(game_state *state, game_state *currstate, char *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; int xsel, ysel, displaysel; }; 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; ui->xsel = ui->ysel = ui->displaysel = 0; return ui; } static void free_ui(game_ui *ui) { sfree(ui->tiles); sfree(ui); } static char *encode_ui(game_ui *ui) { return NULL; } static void decode_ui(game_ui *ui, char *encoding) { } 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; } static void game_changed_state(game_ui *ui, game_state *oldstate, game_state *newstate) { sel_clear(ui, newstate); /* * If the game state has just changed into an unplayable one * (either completed or impossible), we vanish the keyboard- * control cursor. */ if (newstate->complete || newstate->impossible) ui->displaysel = 0; } static char *sel_movedesc(game_ui *ui, game_state *state) { int i; char *ret, *sep, buf[80]; int retlen, retsize; retsize = 256; ret = snewn(retsize, char); retlen = 0; ret[retlen++] = 'M'; sep = ""; for (i = 0; i < state->n; i++) { if (ui->tiles[i] & TILE_SELECTED) { sprintf(buf, "%s%d", sep, i); sep = ","; if (retlen + strlen(buf) >= retsize) { retsize = retlen + strlen(buf) + 256; ret = sresize(ret, retsize, char); } strcpy(ret + retlen, buf); retlen += strlen(buf); ui->tiles[i] &= ~TILE_SELECTED; } } ui->nselected = 0; assert(retlen < retsize); ret[retlen++] = '\0'; return sresize(ret, retlen, char); } 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; 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; } 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)) { 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 char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, int x, int y, int button) { int tx, ty; char *ret = ""; 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 + state->params.w + dx) % state->params.w; ui->ysel = (ui->ysel + state->params.h + dy) % state->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; if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h) return NULL; if (COL(state, tx, ty) == 0) return NULL; if (ISSEL(ui,tx,ty)) { if (button == RIGHT_BUTTON) sel_clear(ui, state); else ret = sel_movedesc(ui, state); } else { sel_clear(ui, state); /* might be no-op */ sel_expand(ui, state, tx, ty); } return ret; } static game_state *execute_move(game_state *from, char *move) { int i, n; game_state *ret; if (move[0] == 'M') { ret = dup_game(from); n = 0; move++; while (*move) { i = atoi(move); if (i < 0 || i >= ret->n) { free_game(ret); return NULL; } n++; ret->tiles[i] = 0; while (*move && isdigit((unsigned char)*move)) move++; if (*move == ',') move++; } ret->score += npoints(&ret->params, n); sg_snuggle(ret); /* shifts blanks down and to the left */ sg_check(ret); /* checks for completeness or impossibility */ return ret; } else return NULL; /* couldn't parse move string */ } /* ---------------------------------------------------------------------- * Drawing routines. */ static void game_set_size(game_drawstate *ds, game_params *params, int tilesize) { ds->tilegap = 2; ds->tileinner = tilesize - ds->tilegap; } static void game_compute_size(game_params *params, int tilesize, int *x, int *y) { /* Ick: fake up tile size variables for macro expansion purposes */ game_drawstate ads, *ds = &ads; game_set_size(ds, params, tilesize); *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] = 1.0F; ret[COL_4 * 3 + 1] = 1.0F; ret[COL_4 * 3 + 2] = 0.0F; 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] = 0.0F; ret[COL_6 * 3 + 1] = 1.0F; ret[COL_6 * 3 + 2] = 1.0F; 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] = 0.5F; ret[COL_8 * 3 + 1] = 1.0F; ret[COL_8 * 3 + 2] = 0.5F; 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; 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, int bgcolour) { int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK; if (col) { if (tile & TILE_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); 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); } 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; /* 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, COL_HIGHLIGHT, COL_HIGHLIGHT); coords[1] = COORD(0) - HIGHLIGHT_WIDTH; coords[0] = COORD(0) - HIGHLIGHT_WIDTH; draw_polygon(fe, coords, 5, COL_LOWLIGHT, 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 (state->impossible) tile |= TILE_IMPOSSIBLE; 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; 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. */ 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, 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, game_ui *ui) { return TRUE; } #ifdef COMBINED #define thegame samegame #endif const struct game thegame = { "Same Game", "games.samegame", default_params, game_fetch_preset, decode_params, encode_params, free_params, dup_params, TRUE, game_configure, custom_params, validate_params, new_game_desc, validate_desc, new_game, dup_game, free_game, FALSE, solve_game, TRUE, game_text_format, new_ui, free_ui, encode_ui, decode_ui, game_changed_state, interpret_move, execute_move, PREFERRED_TILE_SIZE, game_compute_size, game_set_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 */ };