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authorFranklin Wei <git@fwei.tk>2017-04-29 18:21:56 -0400
committerFranklin Wei <git@fwei.tk>2017-04-29 18:24:42 -0400
commit881746789a489fad85aae8317555f73dbe261556 (patch)
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parent03dd4b92be7dcd5c8ab06da3810887060e06abd5 (diff)
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puzzles: refactor and resync with upstream
This brings puzzles up-to-date with upstream revision 2d333750272c3967cfd5cd3677572cddeaad5932, though certain changes made by me, including cursor-only Untangle and some compilation fixes remain. Upstream code has been moved to its separate subdirectory and future syncs can be done by simply copying over the new sources. Change-Id: Ia6506ca5f78c3627165ea6791d38db414ace0804
Diffstat (limited to 'apps/plugins/puzzles/src/samegame.c')
-rw-r--r--apps/plugins/puzzles/src/samegame.c1679
1 files changed, 1679 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/src/samegame.c b/apps/plugins/puzzles/src/samegame.c
new file mode 100644
index 0000000..88edad3
--- /dev/null
+++ b/apps/plugins/puzzles/src/samegame.c
@@ -0,0 +1,1679 @@
+/*
+ * 'same game' -- try to remove all the coloured squares by
+ * selecting regions of contiguous colours.
+ */
+
+/*
+ * TODO on grid generation:
+ *
+ * - Generation speed could still be improved.
+ * * 15x10c3 is the only really difficult one of the existing
+ * presets. The others are all either small enough, or have
+ * the great flexibility given by four colours, that they
+ * don't take long at all.
+ * * I still suspect many problems arise from separate
+ * subareas. I wonder if we can also somehow prioritise left-
+ * or rightmost insertions so as to avoid area splitting at
+ * all where feasible? It's not easy, though, because the
+ * current shuffle-then-try-all-options approach to move
+ * choice doesn't leave room for `soft' probabilistic
+ * prioritisation: we either try all class A moves before any
+ * class B ones, or we don't.
+ *
+ * - The current generation algorithm inserts exactly two squares
+ * at a time, with a single exception at the beginning of
+ * generation for grids of odd overall size. An obvious
+ * extension would be to permit larger inverse moves during
+ * generation.
+ * * this might reduce the number of failed generations by
+ * making the insertion algorithm more flexible
+ * * on the other hand, it would be significantly more complex
+ * * if I do this I'll need to take out the odd-subarea
+ * avoidance
+ * * a nice feature of the current algorithm is that the
+ * computer's `intended' solution always receives the minimum
+ * possible score, so that pretty much the player's entire
+ * score represents how much better they did than the
+ * computer.
+ *
+ * - Is it possible we can _temporarily_ tolerate neighbouring
+ * squares of the same colour, until we've finished setting up
+ * our inverse move?
+ * * or perhaps even not choose the colour of our inserted
+ * region until we have finished placing it, and _then_ look
+ * at what colours border on it?
+ * * I don't think this is currently meaningful unless we're
+ * placing more than a domino at a time.
+ *
+ * - possibly write out a full solution so that Solve can somehow
+ * show it step by step?
+ * * aux_info would have to encode the click points
+ * * solve_game() would have to encode not only those click
+ * points but also give a move string which reconstructed the
+ * initial state
+ * * the game_state would include a pointer to a solution move
+ * list, plus an index into that list
+ * * game_changed_state would auto-select the next move if
+ * handed a new state which had a solution move list active
+ * * execute_move, if passed such a state as input, would check
+ * to see whether the move being made was the same as the one
+ * stated by the solution, and if so would advance the move
+ * index. Failing that it would return a game_state without a
+ * solution move list active at all.
+ */
+
+#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;
+ int soluble; /* choose generation algorithm */
+};
+
+/* 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(const 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;
+ ret->soluble = TRUE;
+ return ret;
+}
+
+static const struct game_params samegame_presets[] = {
+ { 5, 5, 3, 2, TRUE },
+ { 10, 5, 3, 2, TRUE },
+#ifdef SLOW_SYSTEM
+ { 10, 10, 3, 2, TRUE },
+#else
+ { 15, 10, 3, 2, TRUE },
+#endif
+ { 15, 10, 4, 2, TRUE },
+ { 20, 15, 4, 2, TRUE }
+};
+
+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(const 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') {
+ p++;
+ params->ncols = atoi(p);
+ while (*p && isdigit((unsigned char)*p)) p++;
+ } else {
+ params->ncols = 3;
+ }
+ if (*p == 's') {
+ p++;
+ params->scoresub = atoi(p);
+ while (*p && isdigit((unsigned char)*p)) p++;
+ } else {
+ params->scoresub = 2;
+ }
+ if (*p == 'r') {
+ p++;
+ params->soluble = FALSE;
+ }
+}
+
+static char *encode_params(const game_params *params, int full)
+{
+ char ret[80];
+
+ sprintf(ret, "%dx%dc%ds%d%s",
+ params->w, params->h, params->ncols, params->scoresub,
+ full && !params->soluble ? "r" : "");
+ return dupstr(ret);
+}
+
+static config_item *game_configure(const game_params *params)
+{
+ config_item *ret;
+ char buf[80];
+
+ ret = snewn(6, 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 = "Ensure solubility";
+ ret[4].type = C_BOOLEAN;
+ ret[4].sval = NULL;
+ ret[4].ival = params->soluble;
+
+ ret[5].name = NULL;
+ ret[5].type = C_END;
+ ret[5].sval = NULL;
+ ret[5].ival = 0;
+
+ return ret;
+}
+
+static game_params *custom_params(const 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;
+ ret->soluble = cfg[4].ival;
+
+ return ret;
+}
+
+static char *validate_params(const game_params *params, int full)
+{
+ if (params->w < 1 || params->h < 1)
+ return "Width and height must both be positive";
+
+ if (params->ncols > 9)
+ return "Maximum of 9 colours";
+
+ if (params->soluble) {
+ if (params->ncols < 3)
+ return "Number of colours must be at least three";
+ if (params->w * params->h <= 1)
+ return "Grid area must be greater than 1";
+ } else {
+ if (params->ncols < 2)
+ return "Number of colours must be at least three";
+ /* ...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;
+}
+
+/*
+ * Guaranteed-soluble grid generator.
+ */
+static void gen_grid(int w, int h, int nc, int *grid, random_state *rs)
+{
+ int wh = w*h, tc = nc+1;
+ int i, j, k, c, x, y, pos, n;
+ int *list, *grid2;
+ int ok, failures = 0;
+
+ /*
+ * We'll use `list' to track the possible places to put our
+ * next insertion. There are up to h places to insert in each
+ * column: in a column of height n there are n+1 places because
+ * we can insert at the very bottom or the very top, but a
+ * column of height h can't have anything at all inserted in it
+ * so we have up to h in each column. Likewise, with n columns
+ * present there are n+1 places to fit a new one in between but
+ * we can't insert a column if there are already w; so there
+ * are a maximum of w new columns too. Total is wh + w.
+ */
+ list = snewn(wh + w, int);
+ grid2 = snewn(wh, int);
+
+ do {
+ /*
+ * Start with two or three squares - depending on parity of w*h
+ * - of a random colour.
+ */
+ for (i = 0; i < wh; i++)
+ grid[i] = 0;
+ j = 2 + (wh % 2);
+ c = 1 + random_upto(rs, nc);
+ if (j <= w) {
+ for (i = 0; i < j; i++)
+ grid[(h-1)*w+i] = c;
+ } else {
+ assert(j <= h);
+ for (i = 0; i < j; i++)
+ grid[(h-1-i)*w] = c;
+ }
+
+ /*
+ * Now repeatedly insert a two-square blob in the grid, of
+ * whatever colour will go at the position we chose.
+ */
+ while (1) {
+ n = 0;
+
+ /*
+ * Build up a list of insertion points. Each point is
+ * encoded as y*w+x; insertion points between columns are
+ * encoded as h*w+x.
+ */
+
+ if (grid[wh - 1] == 0) {
+ /*
+ * The final column is empty, so we can insert new
+ * columns.
+ */
+ for (i = 0; i < w; i++) {
+ list[n++] = wh + i;
+ if (grid[(h-1)*w + i] == 0)
+ break;
+ }
+ }
+
+ /*
+ * Now look for places to insert within columns.
+ */
+ for (i = 0; i < w; i++) {
+ if (grid[(h-1)*w+i] == 0)
+ break; /* no more columns */
+
+ if (grid[i] != 0)
+ continue; /* this column is full */
+
+ for (j = h; j-- > 0 ;) {
+ list[n++] = j*w+i;
+ if (grid[j*w+i] == 0)
+ break; /* this column is exhausted */
+ }
+ }
+
+ if (n == 0)
+ break; /* we're done */
+
+#ifdef GENERATION_DIAGNOSTICS
+ printf("initial grid:\n");
+ {
+ int x,y;
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ if (grid[y*w+x] == 0)
+ printf("-");
+ else
+ printf("%d", grid[y*w+x]);
+ }
+ printf("\n");
+ }
+ }
+#endif
+
+ /*
+ * Now go through the list one element at a time in
+ * random order, and actually attempt to insert
+ * something there.
+ */
+ while (n-- > 0) {
+ int dirs[4], ndirs, dir;
+
+ i = random_upto(rs, n+1);
+ pos = list[i];
+ list[i] = list[n];
+
+ x = pos % w;
+ y = pos / w;
+
+ memcpy(grid2, grid, wh * sizeof(int));
+
+ if (y == h) {
+ /*
+ * Insert a column at position x.
+ */
+ for (i = w-1; i > x; i--)
+ for (j = 0; j < h; j++)
+ grid2[j*w+i] = grid2[j*w+(i-1)];
+ /*
+ * Clear the new column.
+ */
+ for (j = 0; j < h; j++)
+ grid2[j*w+x] = 0;
+ /*
+ * Decrement y so that our first square is actually
+ * inserted _in_ the grid rather than just below it.
+ */
+ y--;
+ }
+
+ /*
+ * Insert a square within column x at position y.
+ */
+ for (i = 0; i+1 <= y; i++)
+ grid2[i*w+x] = grid2[(i+1)*w+x];
+
+#ifdef GENERATION_DIAGNOSTICS
+ printf("trying at n=%d (%d,%d)\n", n, x, y);
+ grid2[y*w+x] = tc;
+ {
+ int x,y;
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ if (grid2[y*w+x] == 0)
+ printf("-");
+ else if (grid2[y*w+x] <= nc)
+ printf("%d", grid2[y*w+x]);
+ else
+ printf("*");
+ }
+ printf("\n");
+ }
+ }
+#endif
+
+ /*
+ * Pick our square colour so that it doesn't match any
+ * of its neighbours.
+ */
+ {
+ int wrongcol[4], nwrong = 0;
+
+ /*
+ * List the neighbouring colours.
+ */
+ if (x > 0)
+ wrongcol[nwrong++] = grid2[y*w+(x-1)];
+ if (x+1 < w)
+ wrongcol[nwrong++] = grid2[y*w+(x+1)];
+ if (y > 0)
+ wrongcol[nwrong++] = grid2[(y-1)*w+x];
+ if (y+1 < h)
+ wrongcol[nwrong++] = grid2[(y+1)*w+x];
+
+ /*
+ * Eliminate duplicates. We can afford a shoddy
+ * algorithm here because the problem size is
+ * bounded.
+ */
+ for (i = j = 0 ;; i++) {
+ int pos = -1, min = 0;
+ if (j > 0)
+ min = wrongcol[j-1];
+ for (k = i; k < nwrong; k++)
+ if (wrongcol[k] > min &&
+ (pos == -1 || wrongcol[k] < wrongcol[pos]))
+ pos = k;
+ if (pos >= 0) {
+ int v = wrongcol[pos];
+ wrongcol[pos] = wrongcol[j];
+ wrongcol[j++] = v;
+ } else
+ break;
+ }
+ nwrong = j;
+
+ /*
+ * If no colour will go here, stop trying.
+ */
+ if (nwrong == nc)
+ continue;
+
+ /*
+ * Otherwise, pick a colour from the remaining
+ * ones.
+ */
+ c = 1 + random_upto(rs, nc - nwrong);
+ for (i = 0; i < nwrong; i++) {
+ if (c >= wrongcol[i])
+ c++;
+ else
+ break;
+ }
+ }
+
+ /*
+ * Place the new square.
+ *
+ * Although I've _chosen_ the new region's colour
+ * (so that we can check adjacency), I'm going to
+ * actually place it as an invalid colour (tc)
+ * until I'm sure it's viable. This is so that I
+ * can conveniently check that I really have made a
+ * _valid_ inverse move later on.
+ */
+#ifdef GENERATION_DIAGNOSTICS
+ printf("picked colour %d\n", c);
+#endif
+ grid2[y*w+x] = tc;
+
+ /*
+ * Now attempt to extend it in one of three ways: left,
+ * right or up.
+ */
+ ndirs = 0;
+ if (x > 0 &&
+ grid2[y*w+(x-1)] != c &&
+ grid2[x-1] == 0 &&
+ (y+1 >= h || grid2[(y+1)*w+(x-1)] != c) &&
+ (y+1 >= h || grid2[(y+1)*w+(x-1)] != 0) &&
+ (x <= 1 || grid2[y*w+(x-2)] != c))
+ dirs[ndirs++] = -1; /* left */
+ if (x+1 < w &&
+ grid2[y*w+(x+1)] != c &&
+ grid2[x+1] == 0 &&
+ (y+1 >= h || grid2[(y+1)*w+(x+1)] != c) &&
+ (y+1 >= h || grid2[(y+1)*w+(x+1)] != 0) &&
+ (x+2 >= w || grid2[y*w+(x+2)] != c))
+ dirs[ndirs++] = +1; /* right */
+ if (y > 0 &&
+ grid2[x] == 0 &&
+ (x <= 0 || grid2[(y-1)*w+(x-1)] != c) &&
+ (x+1 >= w || grid2[(y-1)*w+(x+1)] != c)) {
+ /*
+ * We add this possibility _twice_, so that the
+ * probability of placing a vertical domino is
+ * about the same as that of a horizontal. This
+ * should yield less bias in the generated
+ * grids.
+ */
+ dirs[ndirs++] = 0; /* up */
+ dirs[ndirs++] = 0; /* up */
+ }
+
+ if (ndirs == 0)
+ continue;
+
+ dir = dirs[random_upto(rs, ndirs)];
+
+#ifdef GENERATION_DIAGNOSTICS
+ printf("picked dir %d\n", dir);
+#endif
+
+ /*
+ * Insert a square within column (x+dir) at position y.
+ */
+ for (i = 0; i+1 <= y; i++)
+ grid2[i*w+x+dir] = grid2[(i+1)*w+x+dir];
+ grid2[y*w+x+dir] = tc;
+
+ /*
+ * See if we've divided the remaining grid squares
+ * into sub-areas. If so, we need every sub-area to
+ * have an even area or we won't be able to
+ * complete generation.
+ *
+ * If the height is odd and not all columns are
+ * present, we can increase the area of a subarea
+ * by adding a new column in it, so in that
+ * situation we don't mind having as many odd
+ * subareas as there are spare columns.
+ *
+ * If the height is even, we can't fix it at all.
+ */
+ {
+ int nerrs = 0, nfix = 0;
+ k = 0; /* current subarea size */
+ for (i = 0; i < w; i++) {
+ if (grid2[(h-1)*w+i] == 0) {
+ if (h % 2)
+ nfix++;
+ continue;
+ }
+ for (j = 0; j < h && grid2[j*w+i] == 0; j++);
+ assert(j < h);
+ if (j == 0) {
+ /*
+ * End of previous subarea.
+ */
+ if (k % 2)
+ nerrs++;
+ k = 0;
+ } else {
+ k += j;
+ }
+ }
+ if (k % 2)
+ nerrs++;
+ if (nerrs > nfix)
+ continue; /* try a different placement */
+ }
+
+ /*
+ * We've made a move. Verify that it is a valid
+ * move and that if made it would indeed yield the
+ * previous grid state. The criteria are:
+ *
+ * (a) removing all the squares of colour tc (and
+ * shuffling the columns up etc) from grid2
+ * would yield grid
+ * (b) no square of colour tc is adjacent to one
+ * of colour c
+ * (c) all the squares of colour tc form a single
+ * connected component
+ *
+ * We verify the latter property at the same time
+ * as checking that removing all the tc squares
+ * would yield the previous grid. Then we colour
+ * the tc squares in colour c by breadth-first
+ * search, which conveniently permits us to test
+ * that they're all connected.
+ */
+ {
+ int x1, x2, y1, y2;
+ int ok = TRUE;
+ int fillstart = -1, ntc = 0;
+
+#ifdef GENERATION_DIAGNOSTICS
+ {
+ int x,y;
+ printf("testing move (new, old):\n");
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ if (grid2[y*w+x] == 0)
+ printf("-");
+ else if (grid2[y*w+x] <= nc)
+ printf("%d", grid2[y*w+x]);
+ else
+ printf("*");
+ }
+ printf(" ");
+ for (x = 0; x < w; x++) {
+ if (grid[y*w+x] == 0)
+ printf("-");
+ else
+ printf("%d", grid[y*w+x]);
+ }
+ printf("\n");
+ }
+ }
+#endif
+
+ for (x1 = x2 = 0; x2 < w; x2++) {
+ int usedcol = FALSE;
+
+ for (y1 = y2 = h-1; y2 >= 0; y2--) {
+ if (grid2[y2*w+x2] == tc) {
+ ntc++;
+ if (fillstart == -1)
+ fillstart = y2*w+x2;
+ if ((y2+1 < h && grid2[(y2+1)*w+x2] == c) ||
+ (y2-1 >= 0 && grid2[(y2-1)*w+x2] == c) ||
+ (x2+1 < w && grid2[y2*w+x2+1] == c) ||
+ (x2-1 >= 0 && grid2[y2*w+x2-1] == c)) {
+#ifdef GENERATION_DIAGNOSTICS
+ printf("adjacency failure at %d,%d\n",
+ x2, y2);
+#endif
+ ok = FALSE;
+ }
+ continue;
+ }
+ if (grid2[y2*w+x2] == 0)
+ break;
+ usedcol = TRUE;
+ if (grid2[y2*w+x2] != grid[y1*w+x1]) {
+#ifdef GENERATION_DIAGNOSTICS
+ printf("matching failure at %d,%d vs %d,%d\n",
+ x2, y2, x1, y1);
+#endif
+ ok = FALSE;
+ }
+ y1--;
+ }
+
+ /*
+ * If we've reached the top of the column
+ * in grid2, verify that we've also reached
+ * the top of the column in `grid'.
+ */
+ if (usedcol) {
+ while (y1 >= 0) {
+ if (grid[y1*w+x1] != 0) {
+#ifdef GENERATION_DIAGNOSTICS
+ printf("junk at column top (%d,%d)\n",
+ x1, y1);
+#endif
+ ok = FALSE;
+ }
+ y1--;
+ }
+ }
+
+ if (!ok)
+ break;
+
+ if (usedcol)
+ x1++;
+ }
+
+ if (!ok) {
+ assert(!"This should never happen");
+
+ /*
+ * If this game is compiled NDEBUG so that
+ * the assertion doesn't bring it to a
+ * crashing halt, the only thing we can do
+ * is to give up, loop round again, and
+ * hope to randomly avoid making whatever
+ * type of move just caused this failure.
+ */
+ continue;
+ }
+
+ /*
+ * Now use bfs to fill in the tc section as
+ * colour c. We use `list' to store the set of
+ * squares we have to process.
+ */
+ i = j = 0;
+ assert(fillstart >= 0);
+ list[i++] = fillstart;
+#ifdef OUTPUT_SOLUTION
+ printf("M");
+#endif
+ while (j < i) {
+ k = list[j];
+ x = k % w;
+ y = k / w;
+#ifdef OUTPUT_SOLUTION
+ printf("%s%d", j ? "," : "", k);
+#endif
+ j++;
+
+ assert(grid2[k] == tc);
+ grid2[k] = c;
+
+ if (x > 0 && grid2[k-1] == tc)
+ list[i++] = k-1;
+ if (x+1 < w && grid2[k+1] == tc)
+ list[i++] = k+1;
+ if (y > 0 && grid2[k-w] == tc)
+ list[i++] = k-w;
+ if (y+1 < h && grid2[k+w] == tc)
+ list[i++] = k+w;
+ }
+#ifdef OUTPUT_SOLUTION
+ printf("\n");
+#endif
+
+ /*
+ * Check that we've filled the same number of
+ * tc squares as we originally found.
+ */
+ assert(j == ntc);
+ }
+
+ memcpy(grid, grid2, wh * sizeof(int));
+
+ break; /* done it! */
+ }
+
+#ifdef GENERATION_DIAGNOSTICS
+ {
+ int x,y;
+ printf("n=%d\n", n);
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ if (grid[y*w+x] == 0)
+ printf("-");
+ else
+ printf("%d", grid[y*w+x]);
+ }
+ printf("\n");
+ }
+ }
+#endif
+
+ if (n < 0)
+ break;
+ }
+
+ ok = TRUE;
+ for (i = 0; i < wh; i++)
+ if (grid[i] == 0) {
+ ok = FALSE;
+ failures++;
+#if defined GENERATION_DIAGNOSTICS || defined SHOW_INCOMPLETE
+ {
+ int x,y;
+ printf("incomplete grid:\n");
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ if (grid[y*w+x] == 0)
+ printf("-");
+ else
+ printf("%d", grid[y*w+x]);
+ }
+ printf("\n");
+ }
+ }
+#endif
+ break;
+ }
+
+ } while (!ok);
+
+#if defined GENERATION_DIAGNOSTICS || defined COUNT_FAILURES
+ printf("%d failures\n", failures);
+#endif
+#ifdef GENERATION_DIAGNOSTICS
+ {
+ int x,y;
+ printf("final grid:\n");
+ for (y = 0; y < h; y++) {
+ for (x = 0; x < w; x++) {
+ printf("%d", grid[y*w+x]);
+ }
+ printf("\n");
+ }
+ }
+#endif
+
+ sfree(grid2);
+ sfree(list);
+}
+
+/*
+ * Not-guaranteed-soluble grid generator; kept as a legacy, and in
+ * case someone finds the slightly odd quality of the guaranteed-
+ * soluble grids to be aesthetically displeasing or finds its CPU
+ * utilisation to be excessive.
+ */
+static void gen_grid_random(int w, int h, int nc, int *grid, random_state *rs)
+{
+ int i, j, c;
+ int n = w * h;
+
+ for (i = 0; i < n; i++)
+ grid[i] = 0;
+
+ /*
+ * Our sole concession to not gratuitously generating insoluble
+ * grids is to ensure we have at least two of every colour.
+ */
+ for (c = 1; c <= nc; c++) {
+ for (j = 0; j < 2; j++) {
+ do {
+ i = (int)random_upto(rs, n);
+ } while (grid[i] != 0);
+ grid[i] = c;
+ }
+ }
+
+ /*
+ * Fill in the rest of the grid at random.
+ */
+ for (i = 0; i < n; i++) {
+ if (grid[i] == 0)
+ grid[i] = (int)random_upto(rs, nc)+1;
+ }
+}
+
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
+{
+ char *ret;
+ int n, i, retlen, *tiles;
+
+ n = params->w * params->h;
+ tiles = snewn(n, int);
+
+ if (params->soluble)
+ gen_grid(params->w, params->h, params->ncols, tiles, rs);
+ else
+ gen_grid_random(params->w, params->h, params->ncols, tiles, rs);
+
+ 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(const game_params *params, const char *desc)
+{
+ int area = params->w * params->h, i;
+ const char *p = desc;
+
+ for (i = 0; i < area; i++) {
+ const 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 *me, const game_params *params,
+ const char *desc)
+{
+ game_state *state = snew(game_state);
+ const 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(const 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(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
+{
+ return NULL;
+}
+
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const 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(const 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(const game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void sel_clear(game_ui *ui, const 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, const game_state *oldstate,
+ const 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, const 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 + (int)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, const 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(const game_state *state, game_ui *ui,
+ const 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 (IS_CURSOR_MOVE(button)) {
+ 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 (IS_CURSOR_SELECT(button)) {
+ 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 || button == CURSOR_SELECT2)
+ 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(const game_state *from, const 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(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->tilegap = 2;
+ ds->tileinner = tilesize - ds->tilegap;
+}
+
+static void game_compute_size(const 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(NULL, 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, 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] * 2.0F / 3.0F;
+ ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F;
+ ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F;
+
+ *ncolours = NCOLOURS;
+ return ret;
+}
+
+static game_drawstate *game_new_drawstate(drawing *dr, const 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);
+ ds->bgcolour = -1;
+ for (i = 0; i < state->n; i++)
+ ds->tiles[i] = -1;
+
+ return ds;
+}
+
+static void game_free_drawstate(drawing *dr, 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(drawing *dr, 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(dr, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
+ draw_rect(dr, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
+ TILE_INNER/2, TILE_INNER/2, inner);
+
+ if (dright)
+ draw_rect(dr, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
+ (tile & TILE_JOINRIGHT) ? outer : bgcolour);
+ if (dbelow)
+ draw_rect(dr, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
+ (tile & TILE_JOINDOWN) ? outer : bgcolour);
+ if (dright && dbelow)
+ draw_rect(dr, 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(dr, sx, sy, sx+ssz, sy, scol);
+ draw_line(dr, sx+ssz, sy, sx+ssz, sy+ssz, scol);
+ draw_line(dr, sx+ssz, sy+ssz, sx, sy+ssz, scol);
+ draw_line(dr, sx, sy+ssz, sx, sy, scol);
+ }
+
+ draw_update(dr, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const 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(dr, 0, 0,
+ TILE_SIZE * state->params.w + 2 * BORDER,
+ TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
+ draw_update(dr, 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(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
+
+ coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
+ coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
+ draw_polygon(dr, 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) ||
+ (ds->bgcolour != bgcolour) ||
+ (tile != ds->tiles[i])) {
+ tile_redraw(dr, 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(dr, status);
+ }
+}
+
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
+{
+ return 0.0F;
+}
+
+static float game_flash_length(const game_state *oldstate,
+ const 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_status(const game_state *state)
+{
+ /*
+ * Dead-end situations are assumed to be rescuable by Undo, so we
+ * don't bother to identify them and return -1.
+ */
+ return state->complete ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
+{
+ return TRUE;
+}
+
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
+#ifdef COMBINED
+#define thegame samegame
+#endif
+
+const struct game thegame = {
+ "Same Game", "games.samegame", "samegame",
+ default_params,
+ game_fetch_preset, NULL,
+ 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_can_format_as_text_now, 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_status,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
+ FALSE, game_timing_state,
+ 0, /* flags */
+};