2 * 'same game' -- try to remove all the coloured squares by
3 * selecting regions of contiguous colours.
7 * TODO on grid generation:
9 * - Generation speed could still be improved.
10 * * 15x10c3 is the only really difficult one of the existing
11 * presets. The others are all either small enough, or have
12 * the great flexibility given by four colours, that they
13 * don't take long at all.
14 * * I still suspect many problems arise from separate
15 * subareas. I wonder if we can also somehow prioritise left-
16 * or rightmost insertions so as to avoid area splitting at
17 * all where feasible? It's not easy, though, because the
18 * current shuffle-then-try-all-options approach to move
19 * choice doesn't leave room for `soft' probabilistic
20 * prioritisation: we either try all class A moves before any
21 * class B ones, or we don't.
23 * - The current generation algorithm inserts exactly two squares
24 * at a time, with a single exception at the beginning of
25 * generation for grids of odd overall size. An obvious
26 * extension would be to permit larger inverse moves during
28 * * this might reduce the number of failed generations by
29 * making the insertion algorithm more flexible
30 * * on the other hand, it would be significantly more complex
31 * * if I do this I'll need to take out the odd-subarea
33 * * a nice feature of the current algorithm is that the
34 * computer's `intended' solution always receives the minimum
35 * possible score, so that pretty much the player's entire
36 * score represents how much better they did than the
39 * - Is it possible we can _temporarily_ tolerate neighbouring
40 * squares of the same colour, until we've finished setting up
42 * * or perhaps even not choose the colour of our inserted
43 * region until we have finished placing it, and _then_ look
44 * at what colours border on it?
45 * * I don't think this is currently meaningful unless we're
46 * placing more than a domino at a time.
48 * - possibly write out a full solution so that Solve can somehow
49 * show it step by step?
50 * * aux_info would have to encode the click points
51 * * solve_game() would have to encode not only those click
52 * points but also give a move string which reconstructed the
54 * * the game_state would include a pointer to a solution move
55 * list, plus an index into that list
56 * * game_changed_state would auto-select the next move if
57 * handed a new state which had a solution move list active
58 * * execute_move, if passed such a state as input, would check
59 * to see whether the move being made was the same as the one
60 * stated by the solution, and if so would advance the move
61 * index. Failing that it would return a game_state without a
62 * solution move list active at all.
74 #define TILE_INNER (ds->tileinner)
75 #define TILE_GAP (ds->tilegap)
76 #define TILE_SIZE (TILE_INNER + TILE_GAP)
77 #define PREFERRED_TILE_SIZE 32
78 #define BORDER (TILE_SIZE / 2)
79 #define HIGHLIGHT_WIDTH 2
81 #define FLASH_FRAME 0.13F
83 #define COORD(x) ( (x) * TILE_SIZE + BORDER )
84 #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
86 #define X(state, i) ( (i) % (state)->params.w )
87 #define Y(state, i) ( (i) / (state)->params.w )
88 #define C(state, x, y) ( (y) * (state)->w + (x) )
92 COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_9,
93 COL_IMPOSSIBLE, COL_SEL, COL_HIGHLIGHT, COL_LOWLIGHT,
97 /* scoresub is 1 or 2 (for (n-1)^2 or (n-2)^2) */
99 int w, h, ncols, scoresub;
100 int soluble; /* choose generation algorithm */
103 /* These flags must be unique across all uses; in the game_state,
104 * the game_ui, and the drawstate (as they all get combined in the
106 #define TILE_COLMASK 0x00ff
107 #define TILE_SELECTED 0x0100 /* used in ui and drawstate */
108 #define TILE_JOINRIGHT 0x0200 /* used in drawstate */
109 #define TILE_JOINDOWN 0x0400 /* used in drawstate */
110 #define TILE_JOINDIAG 0x0800 /* used in drawstate */
111 #define TILE_HASSEL 0x1000 /* used in drawstate */
112 #define TILE_IMPOSSIBLE 0x2000 /* used in drawstate */
114 #define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)])
115 #define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK)
116 #define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED)
118 #define SWAPTILE(gs,x1,y1,x2,y2) do { \
119 int t = TILE(gs,x1,y1); \
120 TILE(gs,x1,y1) = TILE(gs,x2,y2); \
121 TILE(gs,x2,y2) = t; \
124 static int npoints(game_params *params, int nsel)
126 int sdiff = nsel - params->scoresub;
127 return (sdiff > 0) ? sdiff * sdiff : 0;
131 struct game_params params;
133 int *tiles; /* colour only */
135 int complete, impossible;
138 static game_params *default_params(void)
140 game_params *ret = snew(game_params);
149 static const struct game_params samegame_presets[] = {
150 { 5, 5, 3, 2, TRUE },
151 { 10, 5, 3, 2, TRUE },
152 { 15, 10, 3, 2, TRUE },
153 { 15, 10, 4, 2, TRUE },
154 { 20, 15, 4, 2, TRUE }
157 static int game_fetch_preset(int i, char **name, game_params **params)
162 if (i < 0 || i >= lenof(samegame_presets))
165 ret = snew(game_params);
166 *ret = samegame_presets[i];
168 sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols);
175 static void free_params(game_params *params)
180 static game_params *dup_params(game_params *params)
182 game_params *ret = snew(game_params);
183 *ret = *params; /* structure copy */
187 static void decode_params(game_params *params, char const *string)
189 char const *p = string;
192 while (*p && isdigit((unsigned char)*p)) p++;
196 while (*p && isdigit((unsigned char)*p)) p++;
198 params->h = params->w;
202 params->ncols = atoi(p);
203 while (*p && isdigit((unsigned char)*p)) p++;
209 params->scoresub = atoi(p);
210 while (*p && isdigit((unsigned char)*p)) p++;
212 params->scoresub = 2;
216 params->soluble = FALSE;
220 static char *encode_params(game_params *params, int full)
224 sprintf(ret, "%dx%dc%ds%d%s",
225 params->w, params->h, params->ncols, params->scoresub,
226 full && !params->soluble ? "r" : "");
230 static config_item *game_configure(game_params *params)
235 ret = snewn(6, config_item);
237 ret[0].name = "Width";
238 ret[0].type = C_STRING;
239 sprintf(buf, "%d", params->w);
240 ret[0].sval = dupstr(buf);
243 ret[1].name = "Height";
244 ret[1].type = C_STRING;
245 sprintf(buf, "%d", params->h);
246 ret[1].sval = dupstr(buf);
249 ret[2].name = "No. of colours";
250 ret[2].type = C_STRING;
251 sprintf(buf, "%d", params->ncols);
252 ret[2].sval = dupstr(buf);
255 ret[3].name = "Scoring system";
256 ret[3].type = C_CHOICES;
257 ret[3].sval = ":(n-1)^2:(n-2)^2";
258 ret[3].ival = params->scoresub-1;
260 ret[4].name = "Ensure solubility";
261 ret[4].type = C_BOOLEAN;
263 ret[4].ival = params->soluble;
273 static game_params *custom_params(config_item *cfg)
275 game_params *ret = snew(game_params);
277 ret->w = atoi(cfg[0].sval);
278 ret->h = atoi(cfg[1].sval);
279 ret->ncols = atoi(cfg[2].sval);
280 ret->scoresub = cfg[3].ival + 1;
281 ret->soluble = cfg[4].ival;
286 static char *validate_params(game_params *params, int full)
288 if (params->w < 1 || params->h < 1)
289 return "Width and height must both be positive";
291 if (params->ncols > 9)
292 return "Maximum of 9 colours";
294 if (params->soluble) {
295 if (params->ncols < 3)
296 return "Number of colours must be at least three";
297 if (params->w * params->h <= 1)
298 return "Grid area must be greater than 1";
300 if (params->ncols < 2)
301 return "Number of colours must be at least three";
302 /* ...and we must make sure we can generate at least 2 squares
303 * of each colour so it's theoretically soluble. */
304 if ((params->w * params->h) < (params->ncols * 2))
305 return "Too many colours makes given grid size impossible";
308 if ((params->scoresub < 1) || (params->scoresub > 2))
309 return "Scoring system not recognised";
315 * Guaranteed-soluble grid generator.
317 static void gen_grid(int w, int h, int nc, int *grid, random_state *rs)
319 int wh = w*h, tc = nc+1;
320 int i, j, k, c, x, y, pos, n;
322 int ok, failures = 0;
325 * We'll use `list' to track the possible places to put our
326 * next insertion. There are up to h places to insert in each
327 * column: in a column of height n there are n+1 places because
328 * we can insert at the very bottom or the very top, but a
329 * column of height h can't have anything at all inserted in it
330 * so we have up to h in each column. Likewise, with n columns
331 * present there are n+1 places to fit a new one in between but
332 * we can't insert a column if there are already w; so there
333 * are a maximum of w new columns too. Total is wh + w.
335 list = snewn(wh + w, int);
336 grid2 = snewn(wh, int);
340 * Start with two or three squares - depending on parity of w*h
341 * - of a random colour.
343 for (i = 0; i < wh; i++)
346 c = 1 + random_upto(rs, nc);
348 for (i = 0; i < j; i++)
352 for (i = 0; i < j; i++)
357 * Now repeatedly insert a two-square blob in the grid, of
358 * whatever colour will go at the position we chose.
364 * Build up a list of insertion points. Each point is
365 * encoded as y*w+x; insertion points between columns are
369 if (grid[wh - 1] == 0) {
371 * The final column is empty, so we can insert new
374 for (i = 0; i < w; i++) {
376 if (grid[(h-1)*w + i] == 0)
382 * Now look for places to insert within columns.
384 for (i = 0; i < w; i++) {
385 if (grid[(h-1)*w+i] == 0)
386 break; /* no more columns */
389 continue; /* this column is full */
391 for (j = h; j-- > 0 ;) {
393 if (grid[j*w+i] == 0)
394 break; /* this column is exhausted */
399 break; /* we're done */
404 shuffle(list, n, sizeof(*list), rs);
406 #ifdef GENERATION_DIAGNOSTICS
407 printf("initial grid:\n");
410 for (y = 0; y < h; y++) {
411 for (x = 0; x < w; x++) {
412 if (grid[y*w+x] == 0)
415 printf("%d", grid[y*w+x]);
423 * Now go through the list one element at a time and
424 * actually attempt to insert something there.
427 int dirs[4], ndirs, dir;
433 memcpy(grid2, grid, wh * sizeof(int));
437 * Insert a column at position x.
439 for (i = w-1; i > x; i--)
440 for (j = 0; j < h; j++)
441 grid2[j*w+i] = grid2[j*w+(i-1)];
443 * Clear the new column.
445 for (j = 0; j < h; j++)
448 * Decrement y so that our first square is actually
449 * inserted _in_ the grid rather than just below it.
455 * Insert a square within column x at position y.
457 for (i = 0; i+1 <= y; i++)
458 grid2[i*w+x] = grid2[(i+1)*w+x];
460 #ifdef GENERATION_DIAGNOSTICS
461 printf("trying at n=%d (%d,%d)\n", n, x, y);
465 for (y = 0; y < h; y++) {
466 for (x = 0; x < w; x++) {
467 if (grid2[y*w+x] == 0)
469 else if (grid2[y*w+x] <= nc)
470 printf("%d", grid2[y*w+x]);
480 * Pick our square colour so that it doesn't match any
484 int wrongcol[4], nwrong = 0;
487 * List the neighbouring colours.
490 wrongcol[nwrong++] = grid2[y*w+(x-1)];
492 wrongcol[nwrong++] = grid2[y*w+(x+1)];
494 wrongcol[nwrong++] = grid2[(y-1)*w+x];
496 wrongcol[nwrong++] = grid2[(y+1)*w+x];
499 * Eliminate duplicates. We can afford a shoddy
500 * algorithm here because the problem size is
503 for (i = j = 0 ;; i++) {
504 int pos = -1, min = 0;
507 for (k = i; k < nwrong; k++)
508 if (wrongcol[k] > min &&
509 (pos == -1 || wrongcol[k] < wrongcol[pos]))
512 int v = wrongcol[pos];
513 wrongcol[pos] = wrongcol[j];
521 * If no colour will go here, stop trying.
527 * Otherwise, pick a colour from the remaining
530 c = 1 + random_upto(rs, nc - nwrong);
531 for (i = 0; i < nwrong; i++) {
532 if (c >= wrongcol[i])
540 * Place the new square.
542 * Although I've _chosen_ the new region's colour
543 * (so that we can check adjacency), I'm going to
544 * actually place it as an invalid colour (tc)
545 * until I'm sure it's viable. This is so that I
546 * can conveniently check that I really have made a
547 * _valid_ inverse move later on.
549 #ifdef GENERATION_DIAGNOSTICS
550 printf("picked colour %d\n", c);
555 * Now attempt to extend it in one of three ways: left,
560 grid2[y*w+(x-1)] != c &&
562 (y+1 >= h || grid2[(y+1)*w+(x-1)] != c) &&
563 (y+1 >= h || grid2[(y+1)*w+(x-1)] != 0) &&
564 (x <= 1 || grid2[y*w+(x-2)] != c))
565 dirs[ndirs++] = -1; /* left */
567 grid2[y*w+(x+1)] != c &&
569 (y+1 >= h || grid2[(y+1)*w+(x+1)] != c) &&
570 (y+1 >= h || grid2[(y+1)*w+(x+1)] != 0) &&
571 (x+2 >= w || grid2[y*w+(x+2)] != c))
572 dirs[ndirs++] = +1; /* right */
575 (x <= 0 || grid2[(y-1)*w+(x-1)] != c) &&
576 (x+1 >= w || grid2[(y-1)*w+(x+1)] != c)) {
578 * We add this possibility _twice_, so that the
579 * probability of placing a vertical domino is
580 * about the same as that of a horizontal. This
581 * should yield less bias in the generated
584 dirs[ndirs++] = 0; /* up */
585 dirs[ndirs++] = 0; /* up */
591 dir = dirs[random_upto(rs, ndirs)];
593 #ifdef GENERATION_DIAGNOSTICS
594 printf("picked dir %d\n", dir);
598 * Insert a square within column (x+dir) at position y.
600 for (i = 0; i+1 <= y; i++)
601 grid2[i*w+x+dir] = grid2[(i+1)*w+x+dir];
602 grid2[y*w+x+dir] = tc;
605 * See if we've divided the remaining grid squares
606 * into sub-areas. If so, we need every sub-area to
607 * have an even area or we won't be able to
608 * complete generation.
610 * If the height is odd and not all columns are
611 * present, we can increase the area of a subarea
612 * by adding a new column in it, so in that
613 * situation we don't mind having as many odd
614 * subareas as there are spare columns.
616 * If the height is even, we can't fix it at all.
619 int nerrs = 0, nfix = 0;
620 k = 0; /* current subarea size */
621 for (i = 0; i < w; i++) {
622 if (grid2[(h-1)*w+i] == 0) {
627 for (j = 0; j < h && grid2[j*w+i] == 0; j++);
631 * End of previous subarea.
643 continue; /* try a different placement */
647 * We've made a move. Verify that it is a valid
648 * move and that if made it would indeed yield the
649 * previous grid state. The criteria are:
651 * (a) removing all the squares of colour tc (and
652 * shuffling the columns up etc) from grid2
654 * (b) no square of colour tc is adjacent to one
656 * (c) all the squares of colour tc form a single
657 * connected component
659 * We verify the latter property at the same time
660 * as checking that removing all the tc squares
661 * would yield the previous grid. Then we colour
662 * the tc squares in colour c by breadth-first
663 * search, which conveniently permits us to test
664 * that they're all connected.
669 int fillstart = -1, ntc = 0;
671 #ifdef GENERATION_DIAGNOSTICS
674 printf("testing move (new, old):\n");
675 for (y = 0; y < h; y++) {
676 for (x = 0; x < w; x++) {
677 if (grid2[y*w+x] == 0)
679 else if (grid2[y*w+x] <= nc)
680 printf("%d", grid2[y*w+x]);
685 for (x = 0; x < w; x++) {
686 if (grid[y*w+x] == 0)
689 printf("%d", grid[y*w+x]);
696 for (x1 = x2 = 0; x2 < w; x2++) {
699 for (y1 = y2 = h-1; y2 >= 0; y2--) {
700 if (grid2[y2*w+x2] == tc) {
704 if ((y2+1 < h && grid2[(y2+1)*w+x2] == c) ||
705 (y2-1 >= 0 && grid2[(y2-1)*w+x2] == c) ||
706 (x2+1 < w && grid2[y2*w+x2+1] == c) ||
707 (x2-1 >= 0 && grid2[y2*w+x2-1] == c)) {
708 #ifdef GENERATION_DIAGNOSTICS
709 printf("adjacency failure at %d,%d\n",
716 if (grid2[y2*w+x2] == 0)
719 if (grid2[y2*w+x2] != grid[y1*w+x1]) {
720 #ifdef GENERATION_DIAGNOSTICS
721 printf("matching failure at %d,%d vs %d,%d\n",
730 * If we've reached the top of the column
731 * in grid2, verify that we've also reached
732 * the top of the column in `grid'.
736 if (grid[y1*w+x1] != 0) {
737 #ifdef GENERATION_DIAGNOSTICS
738 printf("junk at column top (%d,%d)\n",
755 assert(!"This should never happen");
758 * If this game is compiled NDEBUG so that
759 * the assertion doesn't bring it to a
760 * crashing halt, the only thing we can do
761 * is to give up, loop round again, and
762 * hope to randomly avoid making whatever
763 * type of move just caused this failure.
769 * Now use bfs to fill in the tc section as
770 * colour c. We use `list' to store the set of
771 * squares we have to process.
774 assert(fillstart >= 0);
775 list[i++] = fillstart;
776 #ifdef OUTPUT_SOLUTION
783 #ifdef OUTPUT_SOLUTION
784 printf("%s%d", j ? "," : "", k);
788 assert(grid2[k] == tc);
791 if (x > 0 && grid2[k-1] == tc)
793 if (x+1 < w && grid2[k+1] == tc)
795 if (y > 0 && grid2[k-w] == tc)
797 if (y+1 < h && grid2[k+w] == tc)
800 #ifdef OUTPUT_SOLUTION
805 * Check that we've filled the same number of
806 * tc squares as we originally found.
811 memcpy(grid, grid2, wh * sizeof(int));
813 break; /* done it! */
816 #ifdef GENERATION_DIAGNOSTICS
820 for (y = 0; y < h; y++) {
821 for (x = 0; x < w; x++) {
822 if (grid[y*w+x] == 0)
825 printf("%d", grid[y*w+x]);
837 for (i = 0; i < wh; i++)
841 #if defined GENERATION_DIAGNOSTICS || defined SHOW_INCOMPLETE
844 printf("incomplete grid:\n");
845 for (y = 0; y < h; y++) {
846 for (x = 0; x < w; x++) {
847 if (grid[y*w+x] == 0)
850 printf("%d", grid[y*w+x]);
861 #if defined GENERATION_DIAGNOSTICS || defined COUNT_FAILURES
862 printf("%d failures\n", failures);
864 #ifdef GENERATION_DIAGNOSTICS
867 printf("final grid:\n");
868 for (y = 0; y < h; y++) {
869 for (x = 0; x < w; x++) {
870 printf("%d", grid[y*w+x]);
882 * Not-guaranteed-soluble grid generator; kept as a legacy, and in
883 * case someone finds the slightly odd quality of the guaranteed-
884 * soluble grids to be aesthetically displeasing or finds its CPU
885 * utilisation to be excessive.
887 static void gen_grid_random(int w, int h, int nc, int *grid, random_state *rs)
892 for (i = 0; i < n; i++)
896 * Our sole concession to not gratuitously generating insoluble
897 * grids is to ensure we have at least two of every colour.
899 for (c = 1; c <= nc; c++) {
900 for (j = 0; j < 2; j++) {
902 i = (int)random_upto(rs, n);
903 } while (grid[i] != 0);
909 * Fill in the rest of the grid at random.
911 for (i = 0; i < n; i++) {
913 grid[i] = (int)random_upto(rs, nc)+1;
917 static char *new_game_desc(game_params *params, random_state *rs,
918 char **aux, int interactive)
921 int n, i, retlen, *tiles;
923 n = params->w * params->h;
924 tiles = snewn(n, int);
927 gen_grid(params->w, params->h, params->ncols, tiles, rs);
929 gen_grid_random(params->w, params->h, params->ncols, tiles, rs);
933 for (i = 0; i < n; i++) {
937 k = sprintf(buf, "%d,", tiles[i]);
938 ret = sresize(ret, retlen + k + 1, char);
939 strcpy(ret + retlen, buf);
942 ret[retlen-1] = '\0'; /* delete last comma */
948 static char *validate_desc(game_params *params, char *desc)
950 int area = params->w * params->h, i;
953 for (i = 0; i < area; i++) {
957 if (!isdigit((unsigned char)*p))
958 return "Not enough numbers in string";
959 while (isdigit((unsigned char)*p)) p++;
961 if (i < area-1 && *p != ',')
962 return "Expected comma after number";
963 else if (i == area-1 && *p)
964 return "Excess junk at end of string";
967 if (n < 0 || n > params->ncols)
968 return "Colour out of range";
970 if (*p) p++; /* eat comma */
975 static game_state *new_game(midend_data *me, game_params *params, char *desc)
977 game_state *state = snew(game_state);
981 state->params = *params; /* struct copy */
982 state->n = state->params.w * state->params.h;
983 state->tiles = snewn(state->n, int);
985 for (i = 0; i < state->n; i++) {
987 state->tiles[i] = atoi(p);
988 while (*p && *p != ',')
990 if (*p) p++; /* eat comma */
992 state->complete = state->impossible = 0;
998 static game_state *dup_game(game_state *state)
1000 game_state *ret = snew(game_state);
1002 *ret = *state; /* structure copy, except... */
1004 ret->tiles = snewn(state->n, int);
1005 memcpy(ret->tiles, state->tiles, state->n * sizeof(int));
1010 static void free_game(game_state *state)
1012 sfree(state->tiles);
1016 static char *solve_game(game_state *state, game_state *currstate,
1017 char *aux, char **error)
1022 static char *game_text_format(game_state *state)
1027 maxlen = state->params.h * (state->params.w + 1);
1028 ret = snewn(maxlen+1, char);
1031 for (y = 0; y < state->params.h; y++) {
1032 for (x = 0; x < state->params.w; x++) {
1033 int t = TILE(state,x,y);
1034 if (t <= 0) *p++ = ' ';
1035 else if (t < 10) *p++ = '0'+t;
1036 else *p++ = 'a'+(t-10);
1040 assert(p - ret == maxlen);
1046 struct game_params params;
1047 int *tiles; /* selected-ness only */
1049 int xsel, ysel, displaysel;
1052 static game_ui *new_ui(game_state *state)
1054 game_ui *ui = snew(game_ui);
1056 ui->params = state->params; /* structure copy */
1057 ui->tiles = snewn(state->n, int);
1058 memset(ui->tiles, 0, state->n*sizeof(int));
1061 ui->xsel = ui->ysel = ui->displaysel = 0;
1066 static void free_ui(game_ui *ui)
1072 static char *encode_ui(game_ui *ui)
1077 static void decode_ui(game_ui *ui, char *encoding)
1081 static void sel_clear(game_ui *ui, game_state *state)
1085 for (i = 0; i < state->n; i++)
1086 ui->tiles[i] &= ~TILE_SELECTED;
1091 static void game_changed_state(game_ui *ui, game_state *oldstate,
1092 game_state *newstate)
1094 sel_clear(ui, newstate);
1097 * If the game state has just changed into an unplayable one
1098 * (either completed or impossible), we vanish the keyboard-
1101 if (newstate->complete || newstate->impossible)
1105 static char *sel_movedesc(game_ui *ui, game_state *state)
1108 char *ret, *sep, buf[80];
1109 int retlen, retsize;
1112 ret = snewn(retsize, char);
1114 ret[retlen++] = 'M';
1117 for (i = 0; i < state->n; i++) {
1118 if (ui->tiles[i] & TILE_SELECTED) {
1119 sprintf(buf, "%s%d", sep, i);
1121 if (retlen + strlen(buf) >= retsize) {
1122 retsize = retlen + strlen(buf) + 256;
1123 ret = sresize(ret, retsize, char);
1125 strcpy(ret + retlen, buf);
1126 retlen += strlen(buf);
1128 ui->tiles[i] &= ~TILE_SELECTED;
1133 assert(retlen < retsize);
1134 ret[retlen++] = '\0';
1135 return sresize(ret, retlen, char);
1138 static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
1140 int ns = 1, nadded, x, y, c;
1142 TILE(ui,tx,ty) |= TILE_SELECTED;
1146 for (x = 0; x < state->params.w; x++) {
1147 for (y = 0; y < state->params.h; y++) {
1148 if (x == tx && y == ty) continue;
1149 if (ISSEL(ui,x,y)) continue;
1153 ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) {
1154 TILE(ui,x,y) |= TILE_SELECTED;
1159 if ((x+1 < state->params.w) &&
1160 ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) {
1161 TILE(ui,x,y) |= TILE_SELECTED;
1167 ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) {
1168 TILE(ui,x,y) |= TILE_SELECTED;
1173 if ((y+1 < state->params.h) &&
1174 ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) {
1175 TILE(ui,x,y) |= TILE_SELECTED;
1182 } while (nadded > 0);
1187 sel_clear(ui, state);
1191 static int sg_emptycol(game_state *ret, int x)
1194 for (y = 0; y < ret->params.h; y++) {
1195 if (COL(ret,x,y)) return 0;
1201 static void sg_snuggle(game_state *ret)
1205 /* make all unsupported tiles fall down. */
1208 for (x = 0; x < ret->params.w; x++) {
1209 for (y = ret->params.h-1; y > 0; y--) {
1210 if (COL(ret,x,y) != 0) continue;
1211 if (COL(ret,x,y-1) != 0) {
1212 SWAPTILE(ret,x,y,x,y-1);
1219 /* shuffle all columns as far left as they can go. */
1222 for (x = 0; x < ret->params.w-1; x++) {
1223 if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
1225 for (y = 0; y < ret->params.h; y++) {
1226 SWAPTILE(ret,x,y,x+1,y);
1233 static void sg_check(game_state *ret)
1235 int x,y, complete = 1, impossible = 1;
1237 for (x = 0; x < ret->params.w; x++) {
1238 for (y = 0; y < ret->params.h; y++) {
1239 if (COL(ret,x,y) == 0)
1242 if (x+1 < ret->params.w) {
1243 if (COL(ret,x,y) == COL(ret,x+1,y))
1246 if (y+1 < ret->params.h) {
1247 if (COL(ret,x,y) == COL(ret,x,y+1))
1252 ret->complete = complete;
1253 ret->impossible = impossible;
1256 struct game_drawstate {
1257 int started, bgcolour;
1258 int tileinner, tilegap;
1259 int *tiles; /* contains colour and SELECTED. */
1262 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1263 int x, int y, int button)
1270 if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
1271 tx = FROMCOORD(x); ty= FROMCOORD(y);
1272 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
1273 button == CURSOR_LEFT || button == CURSOR_RIGHT) {
1276 dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
1277 dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
1278 ui->xsel = (ui->xsel + state->params.w + dx) % state->params.w;
1279 ui->ysel = (ui->ysel + state->params.h + dy) % state->params.h;
1281 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
1289 if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h)
1291 if (COL(state, tx, ty) == 0) return NULL;
1293 if (ISSEL(ui,tx,ty)) {
1294 if (button == RIGHT_BUTTON)
1295 sel_clear(ui, state);
1297 ret = sel_movedesc(ui, state);
1299 sel_clear(ui, state); /* might be no-op */
1300 sel_expand(ui, state, tx, ty);
1306 static game_state *execute_move(game_state *from, char *move)
1311 if (move[0] == 'M') {
1312 ret = dup_game(from);
1319 if (i < 0 || i >= ret->n) {
1326 while (*move && isdigit((unsigned char)*move)) move++;
1327 if (*move == ',') move++;
1330 ret->score += npoints(&ret->params, n);
1332 sg_snuggle(ret); /* shifts blanks down and to the left */
1333 sg_check(ret); /* checks for completeness or impossibility */
1337 return NULL; /* couldn't parse move string */
1340 /* ----------------------------------------------------------------------
1344 static void game_set_size(game_drawstate *ds, game_params *params,
1348 ds->tileinner = tilesize - ds->tilegap;
1351 static void game_compute_size(game_params *params, int tilesize,
1354 /* Ick: fake up tile size variables for macro expansion purposes */
1355 game_drawstate ads, *ds = &ads;
1356 game_set_size(ds, params, tilesize);
1358 *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
1359 *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
1362 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
1364 float *ret = snewn(3 * NCOLOURS, float);
1366 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1368 ret[COL_1 * 3 + 0] = 0.0F;
1369 ret[COL_1 * 3 + 1] = 0.0F;
1370 ret[COL_1 * 3 + 2] = 1.0F;
1372 ret[COL_2 * 3 + 0] = 0.0F;
1373 ret[COL_2 * 3 + 1] = 0.5F;
1374 ret[COL_2 * 3 + 2] = 0.0F;
1376 ret[COL_3 * 3 + 0] = 1.0F;
1377 ret[COL_3 * 3 + 1] = 0.0F;
1378 ret[COL_3 * 3 + 2] = 0.0F;
1380 ret[COL_4 * 3 + 0] = 1.0F;
1381 ret[COL_4 * 3 + 1] = 1.0F;
1382 ret[COL_4 * 3 + 2] = 0.0F;
1384 ret[COL_5 * 3 + 0] = 1.0F;
1385 ret[COL_5 * 3 + 1] = 0.0F;
1386 ret[COL_5 * 3 + 2] = 1.0F;
1388 ret[COL_6 * 3 + 0] = 0.0F;
1389 ret[COL_6 * 3 + 1] = 1.0F;
1390 ret[COL_6 * 3 + 2] = 1.0F;
1392 ret[COL_7 * 3 + 0] = 0.5F;
1393 ret[COL_7 * 3 + 1] = 0.5F;
1394 ret[COL_7 * 3 + 2] = 1.0F;
1396 ret[COL_8 * 3 + 0] = 0.5F;
1397 ret[COL_8 * 3 + 1] = 1.0F;
1398 ret[COL_8 * 3 + 2] = 0.5F;
1400 ret[COL_9 * 3 + 0] = 1.0F;
1401 ret[COL_9 * 3 + 1] = 0.5F;
1402 ret[COL_9 * 3 + 2] = 0.5F;
1404 ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
1405 ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
1406 ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F;
1408 ret[COL_SEL * 3 + 0] = 1.0F;
1409 ret[COL_SEL * 3 + 1] = 1.0F;
1410 ret[COL_SEL * 3 + 2] = 1.0F;
1412 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
1413 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
1414 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
1416 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
1417 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
1418 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
1420 *ncolours = NCOLOURS;
1424 static game_drawstate *game_new_drawstate(game_state *state)
1426 struct game_drawstate *ds = snew(struct game_drawstate);
1430 ds->tileinner = ds->tilegap = 0; /* not decided yet */
1431 ds->tiles = snewn(state->n, int);
1432 for (i = 0; i < state->n; i++)
1438 static void game_free_drawstate(game_drawstate *ds)
1444 /* Drawing routing for the tile at (x,y) is responsible for drawing
1445 * itself and the gaps to its right and below. If we're the same colour
1446 * as the tile to our right, then we fill in the gap; ditto below, and if
1447 * both then we fill the teeny tiny square in the corner as well.
1450 static void tile_redraw(frontend *fe, game_drawstate *ds,
1451 int x, int y, int dright, int dbelow,
1452 int tile, int bgcolour)
1454 int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
1457 if (tile & TILE_IMPOSSIBLE) {
1459 inner = COL_IMPOSSIBLE;
1460 } else if (tile & TILE_SELECTED) {
1464 outer = inner = col;
1467 draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
1468 draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
1469 TILE_INNER/2, TILE_INNER/2, inner);
1472 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
1473 (tile & TILE_JOINRIGHT) ? outer : bgcolour);
1475 draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
1476 (tile & TILE_JOINDOWN) ? outer : bgcolour);
1477 if (dright && dbelow)
1478 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
1479 (tile & TILE_JOINDIAG) ? outer : bgcolour);
1481 if (tile & TILE_HASSEL) {
1482 int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
1483 int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
1484 draw_line(fe, sx, sy, sx+ssz, sy, scol);
1485 draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol);
1486 draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol);
1487 draw_line(fe, sx, sy+ssz, sx, sy, scol);
1490 draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
1493 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
1494 game_state *state, int dir, game_ui *ui,
1495 float animtime, float flashtime)
1499 /* This was entirely cloned from fifteen.c; it should probably be
1500 * moved into some generic 'draw-recessed-rectangle' utility fn. */
1505 TILE_SIZE * state->params.w + 2 * BORDER,
1506 TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
1507 draw_update(fe, 0, 0,
1508 TILE_SIZE * state->params.w + 2 * BORDER,
1509 TILE_SIZE * state->params.h + 2 * BORDER);
1512 * Recessed area containing the whole puzzle.
1514 coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1515 coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1516 coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1517 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
1518 coords[4] = coords[2] - TILE_SIZE;
1519 coords[5] = coords[3] + TILE_SIZE;
1520 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
1521 coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1522 coords[6] = coords[8] + TILE_SIZE;
1523 coords[7] = coords[9] - TILE_SIZE;
1524 draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
1526 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
1527 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
1528 draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
1533 if (flashtime > 0.0) {
1534 int frame = (int)(flashtime / FLASH_FRAME);
1535 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
1537 bgcolour = COL_BACKGROUND;
1539 for (x = 0; x < state->params.w; x++) {
1540 for (y = 0; y < state->params.h; y++) {
1541 int i = (state->params.w * y) + x;
1542 int col = COL(state,x,y), tile = col;
1543 int dright = (x+1 < state->params.w);
1544 int dbelow = (y+1 < state->params.h);
1546 tile |= ISSEL(ui,x,y);
1547 if (state->impossible)
1548 tile |= TILE_IMPOSSIBLE;
1549 if (dright && COL(state,x+1,y) == col)
1550 tile |= TILE_JOINRIGHT;
1551 if (dbelow && COL(state,x,y+1) == col)
1552 tile |= TILE_JOINDOWN;
1553 if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
1554 COL(state,x+1,y+1) == col)
1555 tile |= TILE_JOINDIAG;
1557 if (ui->displaysel && ui->xsel == x && ui->ysel == y)
1558 tile |= TILE_HASSEL;
1560 /* For now we're never expecting oldstate at all (because we have
1561 * no animation); when we do we might well want to be looking
1562 * at the tile colours from oldstate, not state. */
1563 if ((oldstate && COL(oldstate,x,y) != col) ||
1564 (flashtime > 0.0) ||
1565 (ds->bgcolour != bgcolour) ||
1566 (tile != ds->tiles[i])) {
1567 tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);
1568 ds->tiles[i] = tile;
1572 ds->bgcolour = bgcolour;
1575 char status[255], score[80];
1577 sprintf(score, "Score: %d", state->score);
1579 if (state->complete)
1580 sprintf(status, "COMPLETE! %s", score);
1581 else if (state->impossible)
1582 sprintf(status, "Cannot move! %s", score);
1583 else if (ui->nselected)
1584 sprintf(status, "%s Selected: %d (%d)",
1585 score, ui->nselected, npoints(&state->params, ui->nselected));
1587 sprintf(status, "%s", score);
1588 status_bar(fe, status);
1592 static float game_anim_length(game_state *oldstate, game_state *newstate,
1593 int dir, game_ui *ui)
1598 static float game_flash_length(game_state *oldstate, game_state *newstate,
1599 int dir, game_ui *ui)
1601 if ((!oldstate->complete && newstate->complete) ||
1602 (!oldstate->impossible && newstate->impossible))
1603 return 2 * FLASH_FRAME;
1608 static int game_wants_statusbar(void)
1613 static int game_timing_state(game_state *state, game_ui *ui)
1619 #define thegame samegame
1622 const struct game thegame = {
1623 "Same Game", "games.samegame",
1630 TRUE, game_configure, custom_params,
1638 TRUE, game_text_format,
1646 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1649 game_free_drawstate,
1653 game_wants_statusbar,
1654 FALSE, game_timing_state,
1655 0, /* mouse_priorities */