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 */
53 #define TILE(gs,x,y) ((gs)->tiles[(gs)->params.w*(y)+(x)])
54 #define COL(gs,x,y) (TILE(gs,x,y) & TILE_COLMASK)
55 #define ISSEL(gs,x,y) (TILE(gs,x,y) & TILE_SELECTED)
57 #define SWAPTILE(gs,x1,y1,x2,y2) do { \
58 int t = TILE(gs,x1,y1); \
59 TILE(gs,x1,y1) = TILE(gs,x2,y2); \
63 static int npoints(game_params *params, int nsel)
65 int sdiff = nsel - params->scoresub;
66 return (sdiff > 0) ? sdiff * sdiff : 0;
70 struct game_params params;
72 int *tiles; /* colour only */
74 int complete, impossible;
77 static game_params *default_params(void)
79 game_params *ret = snew(game_params);
87 static const struct game_params samegame_presets[] = {
95 static int game_fetch_preset(int i, char **name, game_params **params)
100 if (i < 0 || i >= lenof(samegame_presets))
103 ret = snew(game_params);
104 *ret = samegame_presets[i];
106 sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols);
113 static void free_params(game_params *params)
118 static game_params *dup_params(game_params *params)
120 game_params *ret = snew(game_params);
121 *ret = *params; /* structure copy */
125 static void decode_params(game_params *params, char const *string)
127 char const *p = string;
130 while (*p && isdigit((unsigned char)*p)) p++;
134 while (*p && isdigit((unsigned char)*p)) p++;
136 params->h = params->w;
139 params->ncols = atoi(p);
140 while (*p && isdigit((unsigned char)*p)) p++;
145 params->scoresub = atoi(p);
146 while (*p && isdigit((unsigned char)*p)) p++;
148 params->scoresub = 2;
152 static char *encode_params(game_params *params, int full)
156 sprintf(ret, "%dx%dc%ds%d",
157 params->w, params->h, params->ncols, params->scoresub);
161 static config_item *game_configure(game_params *params)
166 ret = snewn(5, config_item);
168 ret[0].name = "Width";
169 ret[0].type = C_STRING;
170 sprintf(buf, "%d", params->w);
171 ret[0].sval = dupstr(buf);
174 ret[1].name = "Height";
175 ret[1].type = C_STRING;
176 sprintf(buf, "%d", params->h);
177 ret[1].sval = dupstr(buf);
180 ret[2].name = "No. of colours";
181 ret[2].type = C_STRING;
182 sprintf(buf, "%d", params->ncols);
183 ret[2].sval = dupstr(buf);
186 ret[3].name = "Scoring system";
187 ret[3].type = C_CHOICES;
188 ret[3].sval = ":(n-1)^2:(n-2)^2";
189 ret[3].ival = params->scoresub-1;
199 static game_params *custom_params(config_item *cfg)
201 game_params *ret = snew(game_params);
203 ret->w = atoi(cfg[0].sval);
204 ret->h = atoi(cfg[1].sval);
205 ret->ncols = atoi(cfg[2].sval);
206 ret->scoresub = cfg[3].ival + 1;
211 static char *validate_params(game_params *params)
213 if (params->w < 1 || params->h < 1)
214 return "Width and height must both be positive";
215 if (params->ncols < 2)
216 return "It's too easy with only one colour...";
217 if (params->ncols > 9)
218 return "Maximum of 9 colours";
220 /* ...and we must make sure we can generate at least 2 squares
221 * of each colour so it's theoretically soluble. */
222 if ((params->w * params->h) < (params->ncols * 2))
223 return "Too many colours makes given grid size impossible";
225 if ((params->scoresub < 1) || (params->scoresub > 2))
226 return "Scoring system not recognised";
231 /* Currently this is a very very dumb game-generation engine; it
232 * just picks randomly from the tile space. I had a look at a few
233 * other same game implementations, and none of them attempt to do
234 * anything to try and make sure the grid started off with a nice
235 * set of large blocks.
237 * It does at least make sure that there are >= 2 of each colour
238 * present at the start.
241 static char *new_game_desc(game_params *params, random_state *rs,
242 game_aux_info **aux, int interactive)
245 int n, i, j, c, retlen, *tiles;
247 debug(("new_game_desc: %dx%d, %d colours",
248 params->w, params->h, params->ncols));
249 n = params->w * params->h;
250 tiles = snewn(n, int);
251 memset(tiles, 0, n*sizeof(int));
253 /* randomly place two of each colour */
254 for (c = 0; c < params->ncols; c++) {
255 for (j = 0; j < 2; j++) {
257 i = (int)random_upto(rs, n);
258 } while (tiles[i] != 0);
263 /* fill in the rest randomly */
264 for (i = 0; i < n; i++) {
266 tiles[i] = (int)random_upto(rs, params->ncols)+1;
271 for (i = 0; i < n; i++) {
275 k = sprintf(buf, "%d,", tiles[i]);
276 ret = sresize(ret, retlen + k + 1, char);
277 strcpy(ret + retlen, buf);
280 ret[retlen-1] = '\0'; /* delete last comma */
286 static void game_free_aux_info(game_aux_info *aux)
288 assert(!"Shouldn't happen");
291 static char *validate_desc(game_params *params, char *desc)
293 int area = params->w * params->h, i;
296 for (i = 0; i < area; i++) {
301 return "Not enough numbers in string";
302 while (isdigit(*p)) p++;
304 if (i < area-1 && *p != ',')
305 return "Expected comma after number";
306 else if (i == area-1 && *p)
307 return "Excess junk at end of string";
310 if (n < 0 || n > params->ncols)
311 return "Colour out of range";
313 if (*p) p++; /* eat comma */
318 static game_state *new_game(midend_data *me, game_params *params, char *desc)
320 game_state *state = snew(game_state);
324 state->params = *params; /* struct copy */
325 state->n = state->params.w * state->params.h;
326 state->tiles = snewn(state->n, int);
328 for (i = 0; i < state->n; i++) {
330 state->tiles[i] = atoi(p);
331 while (*p && *p != ',')
333 if (*p) p++; /* eat comma */
335 state->complete = state->impossible = 0;
341 static game_state *dup_game(game_state *state)
343 game_state *ret = snew(game_state);
345 *ret = *state; /* structure copy, except... */
347 ret->tiles = snewn(state->n, int);
348 memcpy(ret->tiles, state->tiles, state->n * sizeof(int));
353 static void free_game(game_state *state)
359 static game_state *solve_game(game_state *state, game_aux_info *aux,
365 static char *game_text_format(game_state *state)
370 maxlen = state->params.h * (state->params.w + 1);
371 ret = snewn(maxlen+1, char);
374 for (y = 0; y < state->params.h; y++) {
375 for (x = 0; x < state->params.w; x++) {
376 int t = TILE(state,x,y);
377 if (t <= 0) *p++ = ' ';
378 else if (t < 10) *p++ = '0'+t;
379 else *p++ = 'a'+(t-10);
383 assert(p - ret == maxlen);
389 struct game_params params;
390 int *tiles; /* selected-ness only */
392 int xsel, ysel, displaysel;
395 static game_ui *new_ui(game_state *state)
397 game_ui *ui = snew(game_ui);
399 ui->params = state->params; /* structure copy */
400 ui->tiles = snewn(state->n, int);
401 memset(ui->tiles, 0, state->n*sizeof(int));
404 ui->xsel = ui->ysel = ui->displaysel = 0;
409 static void free_ui(game_ui *ui)
415 static void sel_clear(game_ui *ui, game_state *state)
419 for (i = 0; i < state->n; i++)
420 ui->tiles[i] &= ~TILE_SELECTED;
422 debug(("sel_clear"));
426 static void game_changed_state(game_ui *ui, game_state *oldstate,
427 game_state *newstate)
429 sel_clear(ui, newstate);
432 static void sel_remove(game_ui *ui, game_state *state)
436 state->score += npoints(&state->params, ui->nselected);
438 for (i = 0; i < state->n; i++) {
439 if (ui->tiles[i] & TILE_SELECTED) {
442 ui->tiles[i] &= ~TILE_SELECTED;
446 debug(("sel_remove: removed %d selected tiles", nremoved));
449 static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
451 int ns = 1, nadded, x, y, c;
453 TILE(ui,tx,ty) |= TILE_SELECTED;
454 debug(("sel_expand, selected initial tile"));
458 for (x = 0; x < state->params.w; x++) {
459 for (y = 0; y < state->params.h; y++) {
460 if (x == tx && y == ty) continue;
461 if (ISSEL(ui,x,y)) continue;
465 ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) {
466 TILE(ui,x,y) |= TILE_SELECTED;
471 if ((x+1 < state->params.w) &&
472 ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) {
473 TILE(ui,x,y) |= TILE_SELECTED;
479 ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) {
480 TILE(ui,x,y) |= TILE_SELECTED;
485 if ((y+1 < state->params.h) &&
486 ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) {
487 TILE(ui,x,y) |= TILE_SELECTED;
494 debug(("sel_expand, new pass, selected %d more tiles", nadded));
495 } while (nadded > 0);
500 sel_clear(ui, state);
504 static int sg_emptycol(game_state *ret, int x)
507 for (y = 0; y < ret->params.h; y++) {
508 if (COL(ret,x,y)) return 0;
514 static void sg_snuggle(game_state *ret)
518 /* make all unsupported tiles fall down. */
521 for (x = 0; x < ret->params.w; x++) {
522 for (y = ret->params.h-1; y > 0; y--) {
523 if (COL(ret,x,y) != 0) continue;
524 if (COL(ret,x,y-1) != 0) {
525 SWAPTILE(ret,x,y,x,y-1);
532 /* shuffle all columns as far left as they can go. */
535 for (x = 0; x < ret->params.w-1; x++) {
536 if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
537 debug(("column %d is empty, shuffling from %d", x, x+1));
539 for (y = 0; y < ret->params.h; y++) {
540 SWAPTILE(ret,x,y,x+1,y);
547 static void sg_check(game_state *ret)
549 int x,y, complete = 1, impossible = 1;
551 for (x = 0; x < ret->params.w; x++) {
552 for (y = 0; y < ret->params.h; y++) {
553 if (COL(ret,x,y) == 0)
556 if (x+1 < ret->params.w) {
557 if (COL(ret,x,y) == COL(ret,x+1,y))
560 if (y+1 < ret->params.h) {
561 if (COL(ret,x,y) == COL(ret,x,y+1))
566 ret->complete = complete;
567 ret->impossible = impossible;
570 struct game_drawstate {
571 int started, bgcolour;
572 int tileinner, tilegap;
573 int *tiles; /* contains colour and SELECTED. */
576 static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
577 int x, int y, int button)
580 game_state *ret = from;
584 if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
585 tx = FROMCOORD(x); ty= FROMCOORD(y);
586 } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
587 button == CURSOR_LEFT || button == CURSOR_RIGHT) {
590 dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
591 dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
592 ui->xsel = (ui->xsel + from->params.w + dx) % from->params.w;
593 ui->ysel = (ui->ysel + from->params.h + dy) % from->params.h;
594 debug(("cursor pressed, d=(%d,%d), sel=(%d,%d)",dx,dy,ui->xsel,ui->ysel));
596 } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
601 debug(("cursor select, t=(%d,%d)", tx, ty));
605 if (tx < 0 || tx >= from->params.w || ty < 0 || ty >= from->params.h)
607 if (COL(from, tx, ty) == 0) return NULL;
609 if (ISSEL(ui,tx,ty)) {
610 if (button == RIGHT_BUTTON)
613 /* this is the actual move. */
614 ret = dup_game(from);
616 sg_snuggle(ret); /* shifts blanks down and to the left */
617 sg_check(ret); /* checks for completeness or impossibility */
620 sel_clear(ui, from); /* might be no-op */
621 sel_expand(ui, from, tx, ty);
623 if (ret->complete || ret->impossible)
629 /* ----------------------------------------------------------------------
633 static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
639 * We could choose the tile gap dynamically as well if we
640 * wanted to; for example, at low tile sizes it might be
641 * sensible to leave it out completely. However, for the moment
642 * and for the sake of simplicity I'm just going to fix it at
648 * Each window dimension equals the tile size (inner plus gap)
649 * times the grid dimension, plus another tile size (border is
650 * half the width of a tile), minus one tile gap.
652 * We must cast to unsigned before adding to *x and *y, since
653 * they might be INT_MAX!
655 tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1);
656 tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1);
660 ds->tileinner = ts - ds->tilegap;
662 ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - ds->tilegap;
664 *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
665 *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
668 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
670 float *ret = snewn(3 * NCOLOURS, float);
672 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
674 ret[COL_1 * 3 + 0] = 0.0F;
675 ret[COL_1 * 3 + 1] = 0.0F;
676 ret[COL_1 * 3 + 2] = 1.0F;
678 ret[COL_2 * 3 + 0] = 0.0F;
679 ret[COL_2 * 3 + 1] = 0.5F;
680 ret[COL_2 * 3 + 2] = 0.0F;
682 ret[COL_3 * 3 + 0] = 1.0F;
683 ret[COL_3 * 3 + 1] = 0.0F;
684 ret[COL_3 * 3 + 2] = 0.0F;
686 ret[COL_4 * 3 + 0] = 0.5F;
687 ret[COL_4 * 3 + 1] = 0.5F;
688 ret[COL_4 * 3 + 2] = 1.0F;
690 ret[COL_5 * 3 + 0] = 0.5F;
691 ret[COL_5 * 3 + 1] = 1.0F;
692 ret[COL_5 * 3 + 2] = 0.5F;
694 ret[COL_6 * 3 + 0] = 1.0F;
695 ret[COL_6 * 3 + 1] = 0.5F;
696 ret[COL_6 * 3 + 2] = 0.5F;
698 ret[COL_7 * 3 + 0] = 1.0F;
699 ret[COL_7 * 3 + 1] = 1.0F;
700 ret[COL_7 * 3 + 2] = 0.0F;
702 ret[COL_8 * 3 + 0] = 1.0F;
703 ret[COL_8 * 3 + 1] = 0.0F;
704 ret[COL_8 * 3 + 2] = 1.0F;
706 ret[COL_9 * 3 + 0] = 0.0F;
707 ret[COL_9 * 3 + 1] = 1.0F;
708 ret[COL_9 * 3 + 2] = 1.0F;
710 ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
711 ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
712 ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F;
714 ret[COL_SEL * 3 + 0] = 1.0F;
715 ret[COL_SEL * 3 + 1] = 1.0F;
716 ret[COL_SEL * 3 + 2] = 1.0F;
718 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
719 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
720 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
722 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
723 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
724 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
726 *ncolours = NCOLOURS;
730 static game_drawstate *game_new_drawstate(game_state *state)
732 struct game_drawstate *ds = snew(struct game_drawstate);
736 ds->tileinner = ds->tilegap = 0; /* not decided yet */
737 ds->tiles = snewn(state->n, int);
738 for (i = 0; i < state->n; i++)
744 static void game_free_drawstate(game_drawstate *ds)
750 /* Drawing routing for the tile at (x,y) is responsible for drawing
751 * itself and the gaps to its right and below. If we're the same colour
752 * as the tile to our right, then we fill in the gap; ditto below, and if
753 * both then we fill the teeny tiny square in the corner as well.
756 static void tile_redraw(frontend *fe, game_drawstate *ds,
757 int x, int y, int dright, int dbelow,
758 int tile, game_state *state, int bgcolour)
760 int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
763 if (state->impossible) {
765 inner = COL_IMPOSSIBLE;
766 } else if (tile & TILE_SELECTED) {
773 draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
774 draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
775 TILE_INNER/2, TILE_INNER/2, inner);
778 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
779 (tile & TILE_JOINRIGHT) ? outer : bgcolour);
781 draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
782 (tile & TILE_JOINDOWN) ? outer : bgcolour);
783 if (dright && dbelow)
784 draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
785 (tile & TILE_JOINDIAG) ? outer : bgcolour);
787 if (tile & TILE_HASSEL) {
788 int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
789 int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
790 draw_line(fe, sx, sy, sx+ssz, sy, scol);
791 draw_line(fe, sx+ssz, sy, sx+ssz, sy+ssz, scol);
792 draw_line(fe, sx+ssz, sy+ssz, sx, sy+ssz, scol);
793 draw_line(fe, sx, sy+ssz, sx, sy, scol);
796 draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
799 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
800 game_state *state, int dir, game_ui *ui,
801 float animtime, float flashtime)
805 debug(("samegame redraw: dir %d, oldstate 0x%lx, animtime %f, flashtime %f",
806 dir, oldstate, animtime, flashtime));
808 /* This was entirely cloned from fifteen.c; it should probably be
809 * moved into some generic 'draw-recessed-rectangle' utility fn. */
814 TILE_SIZE * state->params.w + 2 * BORDER,
815 TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
816 draw_update(fe, 0, 0,
817 TILE_SIZE * state->params.w + 2 * BORDER,
818 TILE_SIZE * state->params.h + 2 * BORDER);
821 * Recessed area containing the whole puzzle.
823 coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
824 coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
825 coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
826 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
827 coords[4] = coords[2] - TILE_SIZE;
828 coords[5] = coords[3] + TILE_SIZE;
829 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
830 coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
831 coords[6] = coords[8] + TILE_SIZE;
832 coords[7] = coords[9] - TILE_SIZE;
833 draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
834 draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
836 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
837 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
838 draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
839 draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
844 if (flashtime > 0.0) {
845 int frame = (int)(flashtime / FLASH_FRAME);
846 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
848 bgcolour = COL_BACKGROUND;
850 for (x = 0; x < state->params.w; x++) {
851 for (y = 0; y < state->params.h; y++) {
852 int i = (state->params.w * y) + x;
853 int col = COL(state,x,y), tile = col;
854 int dright = (x+1 < state->params.w);
855 int dbelow = (y+1 < state->params.h);
857 tile |= ISSEL(ui,x,y);
858 if (dright && COL(state,x+1,y) == col)
859 tile |= TILE_JOINRIGHT;
860 if (dbelow && COL(state,x,y+1) == col)
861 tile |= TILE_JOINDOWN;
862 if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
863 COL(state,x+1,y+1) == col)
864 tile |= TILE_JOINDIAG;
866 if (ui->displaysel && ui->xsel == x && ui->ysel == y)
869 /* For now we're never expecting oldstate at all (because we have
870 * no animation); when we do we might well want to be looking
871 * at the tile colours from oldstate, not state. */
872 if ((oldstate && COL(oldstate,x,y) != col) ||
874 (ds->bgcolour != bgcolour) ||
875 (tile != ds->tiles[i])) {
876 tile_redraw(fe, ds, x, y, dright, dbelow,
877 tile, state, bgcolour);
882 ds->bgcolour = bgcolour;
885 char status[255], score[80];
887 sprintf(score, "Score: %d", state->score);
890 sprintf(status, "COMPLETE! %s", score);
891 else if (state->impossible)
892 sprintf(status, "Cannot move! %s", score);
893 else if (ui->nselected)
894 sprintf(status, "%s Selected: %d (%d)",
895 score, ui->nselected, npoints(&state->params, ui->nselected));
897 sprintf(status, "%s", score);
898 status_bar(fe, status);
902 static float game_anim_length(game_state *oldstate, game_state *newstate,
903 int dir, game_ui *ui)
908 static float game_flash_length(game_state *oldstate, game_state *newstate,
909 int dir, game_ui *ui)
911 if ((!oldstate->complete && newstate->complete) ||
912 (!oldstate->impossible && newstate->impossible))
913 return 2 * FLASH_FRAME;
918 static int game_wants_statusbar(void)
923 static int game_timing_state(game_state *state)
929 #define thegame samegame
932 const struct game thegame = {
940 TRUE, game_configure, custom_params,
949 TRUE, game_text_format,
961 game_wants_statusbar,
962 FALSE, game_timing_state,
963 0, /* mouse_priorities */