2 * 'same game' -- try to remove all the coloured squares by
3 * selecting regions of contiguous colours.
15 #define TILE_INNER (ds->tileinner)
16 #define TILE_GAP (ds->tilegap)
17 #define TILE_SIZE (TILE_INNER + TILE_GAP)
18 #define PREFERRED_TILE_SIZE 32
19 #define BORDER (TILE_SIZE / 2)
20 #define HIGHLIGHT_WIDTH 2
22 #define FLASH_FRAME 0.13F
24 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
25 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
27 #define X(state, i) ( (i) % (state)->params.w )
28 #define Y(state, i) ( (i) / (state)->params.w )
29 #define C(state, x, y) ( (y) * (state)->w + (x) )
33 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9,
34 COL_IMPOSSIBLE, COL_SEL, COL_HIGHLIGHT, COL_LOWLIGHT,
38 /* scoresub is 1 or 2 (for (n-1)^2 or (n-2)^2) */
40 int w, h, ncols, scoresub;
43 /* These flags must be unique across all uses; in the game_state,
44 * the game_ui, and the drawstate (as they all get combined in the
46 #define TILE_COLMASK 0x00ff
47 #define TILE_SELECTED 0x0100 /* used in ui and drawstate */
48 #define TILE_JOINRIGHT 0x0200 /* used in drawstate */
49 #define TILE_JOINDOWN 0x0400 /* used in drawstate */
50 #define TILE_JOINDIAG 0x0800 /* used in drawstate */
51 #define TILE_HASSEL 0x1000 /* used in drawstate */
52 #define TILE_IMPOSSIBLE 0x2000 /* used in drawstate */
54 #define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)])
55 #define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK)
56 #define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED)
58 #define SWAPTILE(gs,x1,y1,x2,y2) do { \
59 int t = TILE(gs,x1,y1); \
60 TILE(gs,x1,y1) = TILE(gs,x2,y2); \
64 static int npoints(game_params *params, int nsel)
66 int sdiff = nsel - params->scoresub;
67 return (sdiff > 0) ? sdiff * sdiff : 0;
71 struct game_params params;
73 int *tiles; /* colour only */
75 int complete, impossible;
78 static game_params *default_params(void)
80 game_params *ret = snew(game_params);
88 static const struct game_params samegame_presets[] = {
96 static int game_fetch_preset(int i, char **name, game_params **params)
101 if (i < 0 || i >= lenof(samegame_presets))
104 ret = snew(game_params);
105 *ret = samegame_presets[i];
107 sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols);
114 static void free_params(game_params *params)
119 static game_params *dup_params(game_params *params)
121 game_params *ret = snew(game_params);
122 *ret = *params; /* structure copy */
126 static void decode_params(game_params *params, char const *string)
128 char const *p = string;
131 while (*p && isdigit((unsigned char)*p)) p++;
135 while (*p && isdigit((unsigned char)*p)) p++;
137 params->h = params->w;
140 params->ncols = atoi(p);
141 while (*p && isdigit((unsigned char)*p)) p++;
146 params->scoresub = atoi(p);
147 while (*p && isdigit((unsigned char)*p)) p++;
149 params->scoresub = 2;
153 static char *encode_params(game_params *params, int full)
157 sprintf(ret, "%dx%dc%ds%d",
158 params->w, params->h, params->ncols, params->scoresub);
162 static config_item *game_configure(game_params *params)
167 ret = snewn(5, config_item);
169 ret[0].name = "Width";
170 ret[0].type = C_STRING;
171 sprintf(buf, "%d", params->w);
172 ret[0].sval = dupstr(buf);
175 ret[1].name = "Height";
176 ret[1].type = C_STRING;
177 sprintf(buf, "%d", params->h);
178 ret[1].sval = dupstr(buf);
181 ret[2].name = "No. of colours";
182 ret[2].type = C_STRING;
183 sprintf(buf, "%d", params->ncols);
184 ret[2].sval = dupstr(buf);
187 ret[3].name = "Scoring system";
188 ret[3].type = C_CHOICES;
189 ret[3].sval = ":(n-1)^2:(n-2)^2";
190 ret[3].ival = params->scoresub-1;
200 static game_params *custom_params(config_item *cfg)
202 game_params *ret = snew(game_params);
204 ret->w = atoi(cfg[0].sval);
205 ret->h = atoi(cfg[1].sval);
206 ret->ncols = atoi(cfg[2].sval);
207 ret->scoresub = cfg[3].ival + 1;
212 static char *validate_params(game_params *params)
214 if (params->w < 1 || params->h < 1)
215 return "Width and height must both be positive";
216 if (params->ncols < 2)
217 return "It's too easy with only one colour...";
218 if (params->ncols > 9)
219 return "Maximum of 9 colours";
221 /* ...and we must make sure we can generate at least 2 squares
222 * of each colour so it's theoretically soluble. */
223 if ((params->w * params->h) < (params->ncols * 2))
224 return "Too many colours makes given grid size impossible";
226 if ((params->scoresub < 1) || (params->scoresub > 2))
227 return "Scoring system not recognised";
232 /* Currently this is a very very dumb game-generation engine; it
233 * just picks randomly from the tile space. I had a look at a few
234 * other same game implementations, and none of them attempt to do
235 * anything to try and make sure the grid started off with a nice
236 * set of large blocks.
238 * It does at least make sure that there are >= 2 of each colour
239 * present at the start.
242 static char *new_game_desc(game_params *params, random_state *rs,
243 game_aux_info **aux, int interactive)
246 int n, i, j, c, retlen, *tiles;
248 n = params->w * params->h;
249 tiles = snewn(n, int);
250 memset(tiles, 0, n*sizeof(int));
252 /* randomly place two of each colour */
253 for (c = 0; c < params->ncols; c++) {
254 for (j = 0; j < 2; j++) {
256 i = (int)random_upto(rs, n);
257 } while (tiles[i] != 0);
262 /* fill in the rest randomly */
263 for (i = 0; i < n; i++) {
265 tiles[i] = (int)random_upto(rs, params->ncols)+1;
270 for (i = 0; i < n; i++) {
274 k = sprintf(buf, "%d,", tiles[i]);
275 ret = sresize(ret, retlen + k + 1, char);
276 strcpy(ret + retlen, buf);
279 ret[retlen-1] = '\0'; /* delete last comma */
285 static void game_free_aux_info(game_aux_info *aux)
287 assert(!"Shouldn't happen");
290 static char *validate_desc(game_params *params, char *desc)
292 int area = params->w * params->h, i;
295 for (i = 0; i < area; i++) {
300 return "Not enough numbers in string";
301 while (isdigit(*p)) p++;
303 if (i < area-1 && *p != ',')
304 return "Expected comma after number";
305 else if (i == area-1 && *p)
306 return "Excess junk at end of string";
309 if (n < 0 || n > params->ncols)
310 return "Colour out of range";
312 if (*p) p++; /* eat comma */
317 static game_state *new_game(midend_data *me, game_params *params, char *desc)
319 game_state *state = snew(game_state);
323 state->params = *params; /* struct copy */
324 state->n = state->params.w * state->params.h;
325 state->tiles = snewn(state->n, int);
327 for (i = 0; i < state->n; i++) {
329 state->tiles[i] = atoi(p);
330 while (*p && *p != ',')
332 if (*p) p++; /* eat comma */
334 state->complete = state->impossible = 0;
340 static game_state *dup_game(game_state *state)
342 game_state *ret = snew(game_state);
344 *ret = *state; /* structure copy, except... */
346 ret->tiles = snewn(state->n, int);
347 memcpy(ret->tiles, state->tiles, state->n * sizeof(int));
352 static void free_game(game_state *state)
358 static game_state *solve_game(game_state *state, game_state *currstate,
359 game_aux_info *aux, char **error)
364 static char *game_text_format(game_state *state)
369 maxlen = state->params.h * (state->params.w + 1);
370 ret = snewn(maxlen+1, char);
373 for (y = 0; y < state->params.h; y++) {
374 for (x = 0; x < state->params.w; x++) {
375 int t = TILE(state,x,y);
376 if (t <= 0) *p++ = ' ';
377 else if (t < 10) *p++ = '0'+t;
378 else *p++ = 'a'+(t-10);
382 assert(p - ret == maxlen);
388 struct game_params params;
389 int *tiles; /* selected-ness only */
391 int xsel, ysel, displaysel;
394 static game_ui *new_ui(game_state *state)
396 game_ui *ui = snew(game_ui);
398 ui->params = state->params; /* structure copy */
399 ui->tiles = snewn(state->n, int);
400 memset(ui->tiles, 0, state->n*sizeof(int));
403 ui->xsel = ui->ysel = ui->displaysel = 0;
408 static void free_ui(game_ui *ui)
414 static void sel_clear(game_ui *ui, game_state *state)
418 for (i = 0; i < state->n; i++)
419 ui->tiles[i] &= ~TILE_SELECTED;
424 static void game_changed_state(game_ui *ui, game_state *oldstate,
425 game_state *newstate)
427 sel_clear(ui, newstate);
430 static void sel_remove(game_ui *ui, game_state *state)
434 state->score += npoints(&state->params, ui->nselected);
436 for (i = 0; i < state->n; i++) {
437 if (ui->tiles[i] & TILE_SELECTED) {
440 ui->tiles[i] &= ~TILE_SELECTED;
446 static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
448 int ns = 1, nadded, x, y, c;
450 TILE(ui,tx,ty) |= TILE_SELECTED;
454 for (x = 0; x < state->params.w; x++) {
455 for (y = 0; y < state->params.h; y++) {
456 if (x == tx && y == ty) continue;
457 if (ISSEL(ui,x,y)) continue;
461 ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) {
462 TILE(ui,x,y) |= TILE_SELECTED;
467 if ((x+1 < state->params.w) &&
468 ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) {
469 TILE(ui,x,y) |= TILE_SELECTED;
475 ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) {
476 TILE(ui,x,y) |= TILE_SELECTED;
481 if ((y+1 < state->params.h) &&
482 ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) {
483 TILE(ui,x,y) |= TILE_SELECTED;
490 } while (nadded > 0);
495 sel_clear(ui, state);
499 static int sg_emptycol(game_state *ret, int x)
502 for (y = 0; y < ret->params.h; y++) {
503 if (COL(ret,x,y)) return 0;
509 static void sg_snuggle(game_state *ret)
513 /* make all unsupported tiles fall down. */
516 for (x = 0; x < ret->params.w; x++) {
517 for (y = ret->params.h-1; y > 0; y--) {
518 if (COL(ret,x,y) != 0) continue;
519 if (COL(ret,x,y-1) != 0) {
520 SWAPTILE(ret,x,y,x,y-1);
527 /* shuffle all columns as far left as they can go. */
530 for (x = 0; x < ret->params.w-1; x++) {
531 if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
533 for (y = 0; y < ret->params.h; y++) {
534 SWAPTILE(ret,x,y,x+1,y);
541 static void sg_check(game_state *ret)
543 int x,y, complete = 1, impossible = 1;
545 for (x = 0; x < ret->params.w; x++) {
546 for (y = 0; y < ret->params.h; y++) {
547 if (COL(ret,x,y) == 0)
550 if (x+1 < ret->params.w) {
551 if (COL(ret,x,y) == COL(ret,x+1,y))
554 if (y+1 < ret->params.h) {
555 if (COL(ret,x,y) == COL(ret,x,y+1))
560 ret->complete = complete;
561 ret->impossible = impossible;
564 struct game_drawstate {
565 int started, bgcolour;
566 int tileinner, tilegap;
567 int *tiles; /* contains colour and SELECTED. */
570 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
571 int x, int y, int button)
574 game_state *ret = from;
578 if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
579 tx = FROMCOORD(x); ty= FROMCOORD(y);
580 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
581 button == CURSOR_LEFT || button == CURSOR_RIGHT) {
584 dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
585 dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
586 ui->xsel = (ui->xsel + from->params.w + dx) % from->params.w;
587 ui->ysel = (ui->ysel + from->params.h + dy) % from->params.h;
589 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
597 if (tx < 0 || tx >= from->params.w || ty < 0 || ty >= from->params.h)
599 if (COL(from, tx, ty) == 0) return NULL;
601 if (ISSEL(ui,tx,ty)) {
602 if (button == RIGHT_BUTTON)
605 /* this is the actual move. */
606 ret = dup_game(from);
608 sg_snuggle(ret); /* shifts blanks down and to the left */
609 sg_check(ret); /* checks for completeness or impossibility */
612 sel_clear(ui, from); /* might be no-op */
613 sel_expand(ui, from, tx, ty);
615 if (ret->complete || ret->impossible)
621 /* ----------------------------------------------------------------------
625 static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
631 * We could choose the tile gap dynamically as well if we
632 * wanted to; for example, at low tile sizes it might be
633 * sensible to leave it out completely. However, for the moment
634 * and for the sake of simplicity I'm just going to fix it at
640 * Each window dimension equals the tile size (inner plus gap)
641 * times the grid dimension, plus another tile size (border is
642 * half the width of a tile), minus one tile gap.
644 * We must cast to unsigned before adding to *x and *y, since
645 * they might be INT_MAX!
647 tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1);
648 tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1);
652 ds->tileinner = ts - ds->tilegap;
654 ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - ds->tilegap;
656 *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
657 *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
660 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
662 float *ret = snewn(3 * NCOLOURS, float);
664 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
666 ret[COL_1 * 3 + 0] = 0.0F;
667 ret[COL_1 * 3 + 1] = 0.0F;
668 ret[COL_1 * 3 + 2] = 1.0F;
670 ret[COL_2 * 3 + 0] = 0.0F;
671 ret[COL_2 * 3 + 1] = 0.5F;
672 ret[COL_2 * 3 + 2] = 0.0F;
674 ret[COL_3 * 3 + 0] = 1.0F;
675 ret[COL_3 * 3 + 1] = 0.0F;
676 ret[COL_3 * 3 + 2] = 0.0F;
678 ret[COL_4 * 3 + 0] = 1.0F;
679 ret[COL_4 * 3 + 1] = 1.0F;
680 ret[COL_4 * 3 + 2] = 0.0F;
682 ret[COL_5 * 3 + 0] = 1.0F;
683 ret[COL_5 * 3 + 1] = 0.0F;
684 ret[COL_5 * 3 + 2] = 1.0F;
686 ret[COL_6 * 3 + 0] = 0.0F;
687 ret[COL_6 * 3 + 1] = 1.0F;
688 ret[COL_6 * 3 + 2] = 1.0F;
690 ret[COL_7 * 3 + 0] = 0.5F;
691 ret[COL_7 * 3 + 1] = 0.5F;
692 ret[COL_7 * 3 + 2] = 1.0F;
694 ret[COL_8 * 3 + 0] = 0.5F;
695 ret[COL_8 * 3 + 1] = 1.0F;
696 ret[COL_8 * 3 + 2] = 0.5F;
698 ret[COL_9 * 3 + 0] = 1.0F;
699 ret[COL_9 * 3 + 1] = 0.5F;
700 ret[COL_9 * 3 + 2] = 0.5F;
702 ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
703 ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
704 ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F;
706 ret[COL_SEL * 3 + 0] = 1.0F;
707 ret[COL_SEL * 3 + 1] = 1.0F;
708 ret[COL_SEL * 3 + 2] = 1.0F;
710 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
711 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
712 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
714 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
715 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
716 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
718 *ncolours = NCOLOURS;
722 static game_drawstate *game_new_drawstate(game_state *state)
724 struct game_drawstate *ds = snew(struct game_drawstate);
728 ds->tileinner = ds->tilegap = 0; /* not decided yet */
729 ds->tiles = snewn(state->n, int);
730 for (i = 0; i < state->n; i++)
736 static void game_free_drawstate(game_drawstate *ds)
742 /* Drawing routing for the tile at (x,y) is responsible for drawing
743 * itself and the gaps to its right and below. If we're the same colour
744 * as the tile to our right, then we fill in the gap; ditto below, and if
745 * both then we fill the teeny tiny square in the corner as well.
748 static void tile_redraw(frontend *fe, game_drawstate *ds,
749 int x, int y, int dright, int dbelow,
750 int tile, int bgcolour)
752 int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
755 if (tile & TILE_IMPOSSIBLE) {
757 inner = COL_IMPOSSIBLE;
758 } else if (tile & TILE_SELECTED) {
765 draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
766 draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
767 TILE_INNER/2, TILE_INNER/2, inner);
770 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
771 (tile & TILE_JOINRIGHT) ? outer : bgcolour);
773 draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
774 (tile & TILE_JOINDOWN) ? outer : bgcolour);
775 if (dright && dbelow)
776 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
777 (tile & TILE_JOINDIAG) ? outer : bgcolour);
779 if (tile & TILE_HASSEL) {
780 int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
781 int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
782 draw_line(fe, sx, sy, sx+ssz, sy, scol);
783 draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol);
784 draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol);
785 draw_line(fe, sx, sy+ssz, sx, sy, scol);
788 draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
791 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
792 game_state *state, int dir, game_ui *ui,
793 float animtime, float flashtime)
797 /* This was entirely cloned from fifteen.c; it should probably be
798 * moved into some generic 'draw-recessed-rectangle' utility fn. */
803 TILE_SIZE * state->params.w + 2 * BORDER,
804 TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
805 draw_update(fe, 0, 0,
806 TILE_SIZE * state->params.w + 2 * BORDER,
807 TILE_SIZE * state->params.h + 2 * BORDER);
810 * Recessed area containing the whole puzzle.
812 coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
813 coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
814 coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
815 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
816 coords[4] = coords[2] - TILE_SIZE;
817 coords[5] = coords[3] + TILE_SIZE;
818 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
819 coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
820 coords[6] = coords[8] + TILE_SIZE;
821 coords[7] = coords[9] - TILE_SIZE;
822 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
823 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
825 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
826 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
827 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
828 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
833 if (flashtime > 0.0) {
834 int frame = (int)(flashtime / FLASH_FRAME);
835 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
837 bgcolour = COL_BACKGROUND;
839 for (x = 0; x < state->params.w; x++) {
840 for (y = 0; y < state->params.h; y++) {
841 int i = (state->params.w * y) + x;
842 int col = COL(state,x,y), tile = col;
843 int dright = (x+1 < state->params.w);
844 int dbelow = (y+1 < state->params.h);
846 tile |= ISSEL(ui,x,y);
847 if (state->impossible)
848 tile |= TILE_IMPOSSIBLE;
849 if (dright && COL(state,x+1,y) == col)
850 tile |= TILE_JOINRIGHT;
851 if (dbelow && COL(state,x,y+1) == col)
852 tile |= TILE_JOINDOWN;
853 if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
854 COL(state,x+1,y+1) == col)
855 tile |= TILE_JOINDIAG;
857 if (ui->displaysel && ui->xsel == x && ui->ysel == y)
860 /* For now we're never expecting oldstate at all (because we have
861 * no animation); when we do we might well want to be looking
862 * at the tile colours from oldstate, not state. */
863 if ((oldstate && COL(oldstate,x,y) != col) ||
865 (ds->bgcolour != bgcolour) ||
866 (tile != ds->tiles[i])) {
867 tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);
872 ds->bgcolour = bgcolour;
875 char status[255], score[80];
877 sprintf(score, "Score: %d", state->score);
880 sprintf(status, "COMPLETE! %s", score);
881 else if (state->impossible)
882 sprintf(status, "Cannot move! %s", score);
883 else if (ui->nselected)
884 sprintf(status, "%s Selected: %d (%d)",
885 score, ui->nselected, npoints(&state->params, ui->nselected));
887 sprintf(status, "%s", score);
888 status_bar(fe, status);
892 static float game_anim_length(game_state *oldstate, game_state *newstate,
893 int dir, game_ui *ui)
898 static float game_flash_length(game_state *oldstate, game_state *newstate,
899 int dir, game_ui *ui)
901 if ((!oldstate->complete && newstate->complete) ||
902 (!oldstate->impossible && newstate->impossible))
903 return 2 * FLASH_FRAME;
908 static int game_wants_statusbar(void)
913 static int game_timing_state(game_state *state)
919 #define thegame samegame
922 const struct game thegame = {
923 "Same Game", "games.samegame",
930 TRUE, game_configure, custom_params,
939 TRUE, game_text_format,
951 game_wants_statusbar,
952 FALSE, game_timing_state,
953 0, /* mouse_priorities */