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 0x0ff
47 #define TILE_SELECTED 0x100 /* used in ui and drawstate */
48 #define TILE_JOINRIGHT 0x200 /* used in drawstate */
49 #define TILE_JOINDOWN 0x400 /* used in drawstate */
50 #define TILE_JOINDIAG 0x800 /* used in drawstate */
52 #define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)])
53 #define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK)
54 #define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED)
56 #define SWAPTILE(gs,x1,y1,x2,y2) do { \
57 int t = TILE(gs,x1,y1); \
58 TILE(gs,x1,y1) = TILE(gs,x2,y2); \
62 static int npoints(game_params *params, int nsel)
64 int sdiff = nsel - params->scoresub;
65 return (sdiff > 0) ? sdiff * sdiff : 0;
69 struct game_params params;
71 int *tiles; /* colour only */
73 int complete, impossible;
76 static game_params *default_params(void)
78 game_params *ret = snew(game_params);
86 static const struct game_params samegame_presets[] = {
94 static int game_fetch_preset(int i, char **name, game_params **params)
99 if (i < 0 || i >= lenof(samegame_presets))
102 ret = snew(game_params);
103 *ret = samegame_presets[i];
105 sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols);
112 static void free_params(game_params *params)
117 static game_params *dup_params(game_params *params)
119 game_params *ret = snew(game_params);
120 *ret = *params; /* structure copy */
124 static void decode_params(game_params *params, char const *string)
126 char const *p = string;
129 while (*p && isdigit((unsigned char)*p)) p++;
133 while (*p && isdigit((unsigned char)*p)) p++;
135 params->h = params->w;
138 params->ncols = atoi(p);
139 while (*p && isdigit((unsigned char)*p)) p++;
144 params->scoresub = atoi(p);
145 while (*p && isdigit((unsigned char)*p)) p++;
147 params->scoresub = 2;
151 static char *encode_params(game_params *params, int full)
155 sprintf(ret, "%dx%dc%ds%d",
156 params->w, params->h, params->ncols, params->scoresub);
160 static config_item *game_configure(game_params *params)
165 ret = snewn(5, config_item);
167 ret[0].name = "Width";
168 ret[0].type = C_STRING;
169 sprintf(buf, "%d", params->w);
170 ret[0].sval = dupstr(buf);
173 ret[1].name = "Height";
174 ret[1].type = C_STRING;
175 sprintf(buf, "%d", params->h);
176 ret[1].sval = dupstr(buf);
179 ret[2].name = "No. of colours";
180 ret[2].type = C_STRING;
181 sprintf(buf, "%d", params->ncols);
182 ret[2].sval = dupstr(buf);
185 ret[3].name = "Scoring system";
186 ret[3].type = C_CHOICES;
187 ret[3].sval = ":(n-1)^2:(n-2)^2";
188 ret[3].ival = params->scoresub-1;
198 static game_params *custom_params(config_item *cfg)
200 game_params *ret = snew(game_params);
202 ret->w = atoi(cfg[0].sval);
203 ret->h = atoi(cfg[1].sval);
204 ret->ncols = atoi(cfg[2].sval);
205 ret->scoresub = cfg[3].ival + 1;
210 static char *validate_params(game_params *params)
212 if (params->w < 1 || params->h < 1)
213 return "Width and height must both be positive";
214 if (params->ncols < 2)
215 return "It's too easy with only one colour...";
216 if (params->ncols > 9)
217 return "Maximum of 9 colours";
219 /* ...and we must make sure we can generate at least 2 squares
220 * of each colour so it's theoretically soluble. */
221 if ((params->w * params->h) < (params->ncols * 2))
222 return "Too many colours makes given grid size impossible";
224 if ((params->scoresub < 1) || (params->scoresub > 2))
225 return "Scoring system not recognised";
230 /* Currently this is a very very dumb game-generation engine; it
231 * just picks randomly from the tile space. I had a look at a few
232 * other same game implementations, and none of them attempt to do
233 * anything to try and make sure the grid started off with a nice
234 * set of large blocks.
236 * It does at least make sure that there are >= 2 of each colour
237 * present at the start.
240 static char *new_game_desc(game_params *params, random_state *rs,
241 game_aux_info **aux, int interactive)
244 int n, i, j, c, retlen, *tiles;
246 debug(("new_game_desc: %dx%d, %d colours",
247 params->w, params->h, params->ncols));
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_aux_info *aux,
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 */
393 static game_ui *new_ui(game_state *state)
395 game_ui *ui = snew(game_ui);
397 ui->params = state->params; /* structure copy */
398 ui->tiles = snewn(state->n, int);
399 memset(ui->tiles, 0, state->n*sizeof(int));
405 static void free_ui(game_ui *ui)
411 static void sel_clear(game_ui *ui, game_state *state)
415 for (i = 0; i < state->n; i++)
416 ui->tiles[i] &= ~TILE_SELECTED;
418 debug(("sel_clear"));
422 static void game_changed_state(game_ui *ui, game_state *oldstate,
423 game_state *newstate)
425 sel_clear(ui, newstate);
428 static void sel_remove(game_ui *ui, game_state *state)
432 state->score += npoints(&state->params, ui->nselected);
434 for (i = 0; i < state->n; i++) {
435 if (ui->tiles[i] & TILE_SELECTED) {
438 ui->tiles[i] &= ~TILE_SELECTED;
442 debug(("sel_remove: removed %d selected tiles", nremoved));
445 static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
447 int ns = 1, nadded, x, y, c;
449 TILE(ui,tx,ty) |= TILE_SELECTED;
450 debug(("sel_expand, selected initial tile"));
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 debug(("sel_expand, new pass, selected %d more tiles", nadded));
491 } while (nadded > 0);
496 sel_clear(ui, state);
500 static int sg_emptycol(game_state *ret, int x)
503 for (y = 0; y < ret->params.h; y++) {
504 if (COL(ret,x,y)) return 0;
510 static void sg_snuggle(game_state *ret)
514 /* make all unsupported tiles fall down. */
517 for (x = 0; x < ret->params.w; x++) {
518 for (y = ret->params.h-1; y > 0; y--) {
519 if (COL(ret,x,y) != 0) continue;
520 if (COL(ret,x,y-1) != 0) {
521 SWAPTILE(ret,x,y,x,y-1);
528 /* shuffle all columns as far left as they can go. */
531 for (x = 0; x < ret->params.w-1; x++) {
532 if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
533 debug(("column %d is empty, shuffling from %d", x, x+1));
535 for (y = 0; y < ret->params.h; y++) {
536 SWAPTILE(ret,x,y,x+1,y);
543 static void sg_check(game_state *ret)
545 int x,y, complete = 1, impossible = 1;
547 for (x = 0; x < ret->params.w; x++) {
548 for (y = 0; y < ret->params.h; y++) {
549 if (COL(ret,x,y) == 0)
552 if (x+1 < ret->params.w) {
553 if (COL(ret,x,y) == COL(ret,x+1,y))
556 if (y+1 < ret->params.h) {
557 if (COL(ret,x,y) == COL(ret,x,y+1))
562 ret->complete = complete;
563 ret->impossible = impossible;
566 struct game_drawstate {
567 int started, bgcolour;
568 int tileinner, tilegap;
569 int *tiles; /* contains colour and SELECTED. */
572 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
573 int x, int y, int button)
576 game_state *ret = from;
578 if (button != RIGHT_BUTTON && button != LEFT_BUTTON)
581 tx = FROMCOORD(x); ty= FROMCOORD(y);
582 if (tx < 0 || tx >= from->params.w || ty < 0 || ty >= from->params.h)
584 if (COL(from, tx, ty) == 0) return NULL;
586 if (ISSEL(ui,tx,ty)) {
587 if (button == RIGHT_BUTTON)
590 /* this is the actual move. */
591 ret = dup_game(from);
593 sg_snuggle(ret); /* shifts blanks down and to the left */
594 sg_check(ret); /* checks for completeness or impossibility */
597 sel_clear(ui, from); /* might be no-op */
598 sel_expand(ui, from, tx, ty);
604 /* ----------------------------------------------------------------------
608 static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
614 * We could choose the tile gap dynamically as well if we
615 * wanted to; for example, at low tile sizes it might be
616 * sensible to leave it out completely. However, for the moment
617 * and for the sake of simplicity I'm just going to fix it at
623 * Each window dimension equals the tile size (inner plus gap)
624 * times the grid dimension, plus another tile size (border is
625 * half the width of a tile), minus one tile gap.
627 * We must cast to unsigned before adding to *x and *y, since
628 * they might be INT_MAX!
630 tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1);
631 tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1);
635 ds->tileinner = ts - ds->tilegap;
637 ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - ds->tilegap;
639 *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
640 *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
643 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
645 float *ret = snewn(3 * NCOLOURS, float);
647 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
649 ret[COL_1 * 3 + 0] = 0.0F;
650 ret[COL_1 * 3 + 1] = 0.0F;
651 ret[COL_1 * 3 + 2] = 1.0F;
653 ret[COL_2 * 3 + 0] = 0.0F;
654 ret[COL_2 * 3 + 1] = 0.5F;
655 ret[COL_2 * 3 + 2] = 0.0F;
657 ret[COL_3 * 3 + 0] = 1.0F;
658 ret[COL_3 * 3 + 1] = 0.0F;
659 ret[COL_3 * 3 + 2] = 0.0F;
661 ret[COL_4 * 3 + 0] = 0.5F;
662 ret[COL_4 * 3 + 1] = 0.5F;
663 ret[COL_4 * 3 + 2] = 1.0F;
665 ret[COL_5 * 3 + 0] = 0.5F;
666 ret[COL_5 * 3 + 1] = 1.0F;
667 ret[COL_5 * 3 + 2] = 0.5F;
669 ret[COL_6 * 3 + 0] = 1.0F;
670 ret[COL_6 * 3 + 1] = 0.5F;
671 ret[COL_6 * 3 + 2] = 0.5F;
673 ret[COL_7 * 3 + 0] = 1.0F;
674 ret[COL_7 * 3 + 1] = 1.0F;
675 ret[COL_7 * 3 + 2] = 0.0F;
677 ret[COL_8 * 3 + 0] = 1.0F;
678 ret[COL_8 * 3 + 1] = 0.0F;
679 ret[COL_8 * 3 + 2] = 1.0F;
681 ret[COL_9 * 3 + 0] = 0.0F;
682 ret[COL_9 * 3 + 1] = 1.0F;
683 ret[COL_9 * 3 + 2] = 1.0F;
685 ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
686 ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
687 ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F;
689 ret[COL_SEL * 3 + 0] = 1.0F;
690 ret[COL_SEL * 3 + 1] = 1.0F;
691 ret[COL_SEL * 3 + 2] = 1.0F;
693 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
694 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
695 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
697 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
698 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
699 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
701 *ncolours = NCOLOURS;
705 static game_drawstate *game_new_drawstate(game_state *state)
707 struct game_drawstate *ds = snew(struct game_drawstate);
711 ds->tileinner = ds->tilegap = 0; /* not decided yet */
712 ds->tiles = snewn(state->n, int);
713 for (i = 0; i < state->n; i++)
719 static void game_free_drawstate(game_drawstate *ds)
725 /* Drawing routing for the tile at (x,y) is responsible for drawing
726 * itself and the gaps to its right and below. If we're the same colour
727 * as the tile to our right, then we fill in the gap; ditto below, and if
728 * both then we fill the teeny tiny square in the corner as well.
731 static void tile_redraw(frontend *fe, game_drawstate *ds,
732 int x, int y, int dright, int dbelow,
733 int tile, game_state *state, int bgcolour)
735 int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
738 if (state->impossible) {
740 inner = COL_IMPOSSIBLE;
741 } else if (tile & TILE_SELECTED) {
748 draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
749 draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
750 TILE_INNER/2, TILE_INNER/2, inner);
753 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
754 (tile & TILE_JOINRIGHT) ? outer : bgcolour);
756 draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
757 (tile & TILE_JOINDOWN) ? outer : bgcolour);
758 if (dright && dbelow)
759 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
760 (tile & TILE_JOINDIAG) ? outer : bgcolour);
762 draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
765 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
766 game_state *state, int dir, game_ui *ui,
767 float animtime, float flashtime)
771 debug(("samegame redraw: dir %d, oldstate 0x%lx, animtime %f, flashtime %f",
772 dir, oldstate, animtime, flashtime));
774 /* This was entirely cloned from fifteen.c; it should probably be
775 * moved into some generic 'draw-recessed-rectangle' utility fn. */
780 TILE_SIZE * state->params.w + 2 * BORDER,
781 TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
782 draw_update(fe, 0, 0,
783 TILE_SIZE * state->params.w + 2 * BORDER,
784 TILE_SIZE * state->params.h + 2 * BORDER);
787 * Recessed area containing the whole puzzle.
789 coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
790 coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
791 coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
792 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
793 coords[4] = coords[2] - TILE_SIZE;
794 coords[5] = coords[3] + TILE_SIZE;
795 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
796 coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
797 coords[6] = coords[8] + TILE_SIZE;
798 coords[7] = coords[9] - TILE_SIZE;
799 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
800 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
802 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
803 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
804 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
805 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
810 if (flashtime > 0.0) {
811 int frame = (int)(flashtime / FLASH_FRAME);
812 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
814 bgcolour = COL_BACKGROUND;
816 for (x = 0; x < state->params.w; x++) {
817 for (y = 0; y < state->params.h; y++) {
818 int i = (state->params.w * y) + x;
819 int col = COL(state,x,y), tile = col;
820 int dright = (x+1 < state->params.w);
821 int dbelow = (y+1 < state->params.h);
823 tile |= ISSEL(ui,x,y);
824 if (dright && COL(state,x+1,y) == col)
825 tile |= TILE_JOINRIGHT;
826 if (dbelow && COL(state,x,y+1) == col)
827 tile |= TILE_JOINDOWN;
828 if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
829 COL(state,x+1,y+1) == col)
830 tile |= TILE_JOINDIAG;
832 /* For now we're never expecting oldstate at all (because we have
833 * no animation); when we do we might well want to be looking
834 * at the tile colours from oldstate, not state. */
835 if ((oldstate && COL(oldstate,x,y) != col) ||
837 (ds->bgcolour != bgcolour) ||
838 (tile != ds->tiles[i])) {
839 tile_redraw(fe, ds, x, y, dright, dbelow,
840 tile, state, bgcolour);
845 ds->bgcolour = bgcolour;
848 char status[255], score[80];
850 sprintf(score, "Score: %d", state->score);
853 sprintf(status, "COMPLETE! %s", score);
854 else if (state->impossible)
855 sprintf(status, "Cannot move! %s", score);
856 else if (ui->nselected)
857 sprintf(status, "%s Selected: %d (%d)",
858 score, ui->nselected, npoints(&state->params, ui->nselected));
860 sprintf(status, "%s", score);
861 status_bar(fe, status);
865 static float game_anim_length(game_state *oldstate, game_state *newstate,
866 int dir, game_ui *ui)
871 static float game_flash_length(game_state *oldstate, game_state *newstate,
872 int dir, game_ui *ui)
874 if ((!oldstate->complete && newstate->complete) ||
875 (!oldstate->impossible && newstate->impossible))
876 return 2 * FLASH_FRAME;
881 static int game_wants_statusbar(void)
886 static int game_timing_state(game_state *state)
892 #define thegame samegame
895 const struct game thegame = {
903 TRUE, game_configure, custom_params,
912 TRUE, game_text_format,
924 game_wants_statusbar,
925 FALSE, game_timing_state,
926 0, /* mouse_priorities */