WIP: hack to avoid install attempts of nullgame on Qtopia.
[sgt-puzzles/ydirson.git] / samegame.c
blob49dd64eae9dc5e9e76ae901849caca3e9e053ff9
1 /*
2 * 'same game' -- try to remove all the coloured squares by
3 * selecting regions of contiguous colours.
4 */
6 /*
7 * TODO on grid generation:
8 *
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
27 * generation.
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
32 * avoidance
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
37 * computer.
39 * - Is it possible we can _temporarily_ tolerate neighbouring
40 * squares of the same colour, until we've finished setting up
41 * our inverse move?
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
53 * initial state
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.
65 #include <stdio.h>
66 #include <stdlib.h>
67 #include <string.h>
68 #include <assert.h>
69 #include <ctype.h>
70 #include <math.h>
72 #include "puzzles.h"
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) )
90 enum {
91 COL_BACKGROUND,
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,
94 NCOLOURS
97 /* scoresub is 1 or 2 (for (n-1)^2 or (n-2)^2) */
98 struct game_params {
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
105 * drawstate). */
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; \
122 } while (0)
124 static int npoints(game_params *params, int nsel)
126 int sdiff = nsel - params->scoresub;
127 return (sdiff > 0) ? sdiff * sdiff : 0;
130 struct game_state {
131 struct game_params params;
132 int n;
133 int *tiles; /* colour only */
134 int score;
135 int complete, impossible;
138 static game_params *default_params(void)
140 game_params *ret = snew(game_params);
141 ret->w = 5;
142 ret->h = 5;
143 ret->ncols = 3;
144 ret->scoresub = 2;
145 ret->soluble = TRUE;
146 return ret;
149 static const struct game_params samegame_presets[] = {
150 { 5, 5, 3, 2, TRUE },
151 { 10, 5, 3, 2, TRUE },
152 #ifdef SLOW_SYSTEM
153 { 10, 10, 3, 2, TRUE },
154 #else
155 { 15, 10, 3, 2, TRUE },
156 #endif
157 { 15, 10, 4, 2, TRUE },
158 { 20, 15, 4, 2, TRUE }
161 static int game_fetch_preset(int i, char **name, game_params **params)
163 game_params *ret;
164 char str[80];
166 if (i < 0 || i >= lenof(samegame_presets))
167 return FALSE;
169 ret = snew(game_params);
170 *ret = samegame_presets[i];
172 sprintf(str, "%dx%d, %d colours", ret->w, ret->h, ret->ncols);
174 *name = dupstr(str);
175 *params = ret;
176 return TRUE;
179 static void free_params(game_params *params)
181 sfree(params);
184 static game_params *dup_params(game_params *params)
186 game_params *ret = snew(game_params);
187 *ret = *params; /* structure copy */
188 return ret;
191 static void decode_params(game_params *params, char const *string)
193 char const *p = string;
195 params->w = atoi(p);
196 while (*p && isdigit((unsigned char)*p)) p++;
197 if (*p == 'x') {
198 p++;
199 params->h = atoi(p);
200 while (*p && isdigit((unsigned char)*p)) p++;
201 } else {
202 params->h = params->w;
204 if (*p == 'c') {
205 p++;
206 params->ncols = atoi(p);
207 while (*p && isdigit((unsigned char)*p)) p++;
208 } else {
209 params->ncols = 3;
211 if (*p == 's') {
212 p++;
213 params->scoresub = atoi(p);
214 while (*p && isdigit((unsigned char)*p)) p++;
215 } else {
216 params->scoresub = 2;
218 if (*p == 'r') {
219 p++;
220 params->soluble = FALSE;
224 static char *encode_params(game_params *params, int full)
226 char ret[80];
228 sprintf(ret, "%dx%dc%ds%d%s",
229 params->w, params->h, params->ncols, params->scoresub,
230 full && !params->soluble ? "r" : "");
231 return dupstr(ret);
234 static config_item *game_configure(game_params *params)
236 config_item *ret;
237 char buf[80];
239 ret = snewn(6, config_item);
241 ret[0].name = "Width";
242 ret[0].type = C_STRING;
243 sprintf(buf, "%d", params->w);
244 ret[0].sval = dupstr(buf);
245 ret[0].ival = 0;
247 ret[1].name = "Height";
248 ret[1].type = C_STRING;
249 sprintf(buf, "%d", params->h);
250 ret[1].sval = dupstr(buf);
251 ret[1].ival = 0;
253 ret[2].name = "No. of colours";
254 ret[2].type = C_STRING;
255 sprintf(buf, "%d", params->ncols);
256 ret[2].sval = dupstr(buf);
257 ret[2].ival = 0;
259 ret[3].name = "Scoring system";
260 ret[3].type = C_CHOICES;
261 ret[3].sval = ":(n-1)^2:(n-2)^2";
262 ret[3].ival = params->scoresub-1;
264 ret[4].name = "Ensure solubility";
265 ret[4].type = C_BOOLEAN;
266 ret[4].sval = NULL;
267 ret[4].ival = params->soluble;
269 ret[5].name = NULL;
270 ret[5].type = C_END;
271 ret[5].sval = NULL;
272 ret[5].ival = 0;
274 return ret;
277 static game_params *custom_params(config_item *cfg)
279 game_params *ret = snew(game_params);
281 ret->w = atoi(cfg[0].sval);
282 ret->h = atoi(cfg[1].sval);
283 ret->ncols = atoi(cfg[2].sval);
284 ret->scoresub = cfg[3].ival + 1;
285 ret->soluble = cfg[4].ival;
287 return ret;
290 static char *validate_params(game_params *params, int full)
292 if (params->w < 1 || params->h < 1)
293 return "Width and height must both be positive";
295 if (params->ncols > 9)
296 return "Maximum of 9 colours";
298 if (params->soluble) {
299 if (params->ncols < 3)
300 return "Number of colours must be at least three";
301 if (params->w * params->h <= 1)
302 return "Grid area must be greater than 1";
303 } else {
304 if (params->ncols < 2)
305 return "Number of colours must be at least three";
306 /* ...and we must make sure we can generate at least 2 squares
307 * of each colour so it's theoretically soluble. */
308 if ((params->w * params->h) < (params->ncols * 2))
309 return "Too many colours makes given grid size impossible";
312 if ((params->scoresub < 1) || (params->scoresub > 2))
313 return "Scoring system not recognised";
315 return NULL;
319 * Guaranteed-soluble grid generator.
321 static void gen_grid(int w, int h, int nc, int *grid, random_state *rs)
323 int wh = w*h, tc = nc+1;
324 int i, j, k, c, x, y, pos, n;
325 int *list, *grid2;
326 int ok, failures = 0;
329 * We'll use `list' to track the possible places to put our
330 * next insertion. There are up to h places to insert in each
331 * column: in a column of height n there are n+1 places because
332 * we can insert at the very bottom or the very top, but a
333 * column of height h can't have anything at all inserted in it
334 * so we have up to h in each column. Likewise, with n columns
335 * present there are n+1 places to fit a new one in between but
336 * we can't insert a column if there are already w; so there
337 * are a maximum of w new columns too. Total is wh + w.
339 list = snewn(wh + w, int);
340 grid2 = snewn(wh, int);
342 do {
344 * Start with two or three squares - depending on parity of w*h
345 * - of a random colour.
347 for (i = 0; i < wh; i++)
348 grid[i] = 0;
349 j = 2 + (wh % 2);
350 c = 1 + random_upto(rs, nc);
351 if (j <= w) {
352 for (i = 0; i < j; i++)
353 grid[(h-1)*w+i] = c;
354 } else {
355 assert(j <= h);
356 for (i = 0; i < j; i++)
357 grid[(h-1-i)*w] = c;
361 * Now repeatedly insert a two-square blob in the grid, of
362 * whatever colour will go at the position we chose.
364 while (1) {
365 n = 0;
368 * Build up a list of insertion points. Each point is
369 * encoded as y*w+x; insertion points between columns are
370 * encoded as h*w+x.
373 if (grid[wh - 1] == 0) {
375 * The final column is empty, so we can insert new
376 * columns.
378 for (i = 0; i < w; i++) {
379 list[n++] = wh + i;
380 if (grid[(h-1)*w + i] == 0)
381 break;
386 * Now look for places to insert within columns.
388 for (i = 0; i < w; i++) {
389 if (grid[(h-1)*w+i] == 0)
390 break; /* no more columns */
392 if (grid[i] != 0)
393 continue; /* this column is full */
395 for (j = h; j-- > 0 ;) {
396 list[n++] = j*w+i;
397 if (grid[j*w+i] == 0)
398 break; /* this column is exhausted */
402 if (n == 0)
403 break; /* we're done */
405 #ifdef GENERATION_DIAGNOSTICS
406 printf("initial grid:\n");
408 int x,y;
409 for (y = 0; y < h; y++) {
410 for (x = 0; x < w; x++) {
411 if (grid[y*w+x] == 0)
412 printf("-");
413 else
414 printf("%d", grid[y*w+x]);
416 printf("\n");
419 #endif
422 * Now go through the list one element at a time in
423 * random order, and actually attempt to insert
424 * something there.
426 while (n-- > 0) {
427 int dirs[4], ndirs, dir;
429 i = random_upto(rs, n+1);
430 pos = list[i];
431 list[i] = list[n];
433 x = pos % w;
434 y = pos / w;
436 memcpy(grid2, grid, wh * sizeof(int));
438 if (y == h) {
440 * Insert a column at position x.
442 for (i = w-1; i > x; i--)
443 for (j = 0; j < h; j++)
444 grid2[j*w+i] = grid2[j*w+(i-1)];
446 * Clear the new column.
448 for (j = 0; j < h; j++)
449 grid2[j*w+x] = 0;
451 * Decrement y so that our first square is actually
452 * inserted _in_ the grid rather than just below it.
454 y--;
458 * Insert a square within column x at position y.
460 for (i = 0; i+1 <= y; i++)
461 grid2[i*w+x] = grid2[(i+1)*w+x];
463 #ifdef GENERATION_DIAGNOSTICS
464 printf("trying at n=%d (%d,%d)\n", n, x, y);
465 grid2[y*w+x] = tc;
467 int x,y;
468 for (y = 0; y < h; y++) {
469 for (x = 0; x < w; x++) {
470 if (grid2[y*w+x] == 0)
471 printf("-");
472 else if (grid2[y*w+x] <= nc)
473 printf("%d", grid2[y*w+x]);
474 else
475 printf("*");
477 printf("\n");
480 #endif
483 * Pick our square colour so that it doesn't match any
484 * of its neighbours.
487 int wrongcol[4], nwrong = 0;
490 * List the neighbouring colours.
492 if (x > 0)
493 wrongcol[nwrong++] = grid2[y*w+(x-1)];
494 if (x+1 < w)
495 wrongcol[nwrong++] = grid2[y*w+(x+1)];
496 if (y > 0)
497 wrongcol[nwrong++] = grid2[(y-1)*w+x];
498 if (y+1 < h)
499 wrongcol[nwrong++] = grid2[(y+1)*w+x];
502 * Eliminate duplicates. We can afford a shoddy
503 * algorithm here because the problem size is
504 * bounded.
506 for (i = j = 0 ;; i++) {
507 int pos = -1, min = 0;
508 if (j > 0)
509 min = wrongcol[j-1];
510 for (k = i; k < nwrong; k++)
511 if (wrongcol[k] > min &&
512 (pos == -1 || wrongcol[k] < wrongcol[pos]))
513 pos = k;
514 if (pos >= 0) {
515 int v = wrongcol[pos];
516 wrongcol[pos] = wrongcol[j];
517 wrongcol[j++] = v;
518 } else
519 break;
521 nwrong = j;
524 * If no colour will go here, stop trying.
526 if (nwrong == nc)
527 continue;
530 * Otherwise, pick a colour from the remaining
531 * ones.
533 c = 1 + random_upto(rs, nc - nwrong);
534 for (i = 0; i < nwrong; i++) {
535 if (c >= wrongcol[i])
536 c++;
537 else
538 break;
543 * Place the new square.
545 * Although I've _chosen_ the new region's colour
546 * (so that we can check adjacency), I'm going to
547 * actually place it as an invalid colour (tc)
548 * until I'm sure it's viable. This is so that I
549 * can conveniently check that I really have made a
550 * _valid_ inverse move later on.
552 #ifdef GENERATION_DIAGNOSTICS
553 printf("picked colour %d\n", c);
554 #endif
555 grid2[y*w+x] = tc;
558 * Now attempt to extend it in one of three ways: left,
559 * right or up.
561 ndirs = 0;
562 if (x > 0 &&
563 grid2[y*w+(x-1)] != c &&
564 grid2[x-1] == 0 &&
565 (y+1 >= h || grid2[(y+1)*w+(x-1)] != c) &&
566 (y+1 >= h || grid2[(y+1)*w+(x-1)] != 0) &&
567 (x <= 1 || grid2[y*w+(x-2)] != c))
568 dirs[ndirs++] = -1; /* left */
569 if (x+1 < w &&
570 grid2[y*w+(x+1)] != c &&
571 grid2[x+1] == 0 &&
572 (y+1 >= h || grid2[(y+1)*w+(x+1)] != c) &&
573 (y+1 >= h || grid2[(y+1)*w+(x+1)] != 0) &&
574 (x+2 >= w || grid2[y*w+(x+2)] != c))
575 dirs[ndirs++] = +1; /* right */
576 if (y > 0 &&
577 grid2[x] == 0 &&
578 (x <= 0 || grid2[(y-1)*w+(x-1)] != c) &&
579 (x+1 >= w || grid2[(y-1)*w+(x+1)] != c)) {
581 * We add this possibility _twice_, so that the
582 * probability of placing a vertical domino is
583 * about the same as that of a horizontal. This
584 * should yield less bias in the generated
585 * grids.
587 dirs[ndirs++] = 0; /* up */
588 dirs[ndirs++] = 0; /* up */
591 if (ndirs == 0)
592 continue;
594 dir = dirs[random_upto(rs, ndirs)];
596 #ifdef GENERATION_DIAGNOSTICS
597 printf("picked dir %d\n", dir);
598 #endif
601 * Insert a square within column (x+dir) at position y.
603 for (i = 0; i+1 <= y; i++)
604 grid2[i*w+x+dir] = grid2[(i+1)*w+x+dir];
605 grid2[y*w+x+dir] = tc;
608 * See if we've divided the remaining grid squares
609 * into sub-areas. If so, we need every sub-area to
610 * have an even area or we won't be able to
611 * complete generation.
613 * If the height is odd and not all columns are
614 * present, we can increase the area of a subarea
615 * by adding a new column in it, so in that
616 * situation we don't mind having as many odd
617 * subareas as there are spare columns.
619 * If the height is even, we can't fix it at all.
622 int nerrs = 0, nfix = 0;
623 k = 0; /* current subarea size */
624 for (i = 0; i < w; i++) {
625 if (grid2[(h-1)*w+i] == 0) {
626 if (h % 2)
627 nfix++;
628 continue;
630 for (j = 0; j < h && grid2[j*w+i] == 0; j++);
631 assert(j < h);
632 if (j == 0) {
634 * End of previous subarea.
636 if (k % 2)
637 nerrs++;
638 k = 0;
639 } else {
640 k += j;
643 if (k % 2)
644 nerrs++;
645 if (nerrs > nfix)
646 continue; /* try a different placement */
650 * We've made a move. Verify that it is a valid
651 * move and that if made it would indeed yield the
652 * previous grid state. The criteria are:
654 * (a) removing all the squares of colour tc (and
655 * shuffling the columns up etc) from grid2
656 * would yield grid
657 * (b) no square of colour tc is adjacent to one
658 * of colour c
659 * (c) all the squares of colour tc form a single
660 * connected component
662 * We verify the latter property at the same time
663 * as checking that removing all the tc squares
664 * would yield the previous grid. Then we colour
665 * the tc squares in colour c by breadth-first
666 * search, which conveniently permits us to test
667 * that they're all connected.
670 int x1, x2, y1, y2;
671 int ok = TRUE;
672 int fillstart = -1, ntc = 0;
674 #ifdef GENERATION_DIAGNOSTICS
676 int x,y;
677 printf("testing move (new, old):\n");
678 for (y = 0; y < h; y++) {
679 for (x = 0; x < w; x++) {
680 if (grid2[y*w+x] == 0)
681 printf("-");
682 else if (grid2[y*w+x] <= nc)
683 printf("%d", grid2[y*w+x]);
684 else
685 printf("*");
687 printf(" ");
688 for (x = 0; x < w; x++) {
689 if (grid[y*w+x] == 0)
690 printf("-");
691 else
692 printf("%d", grid[y*w+x]);
694 printf("\n");
697 #endif
699 for (x1 = x2 = 0; x2 < w; x2++) {
700 int usedcol = FALSE;
702 for (y1 = y2 = h-1; y2 >= 0; y2--) {
703 if (grid2[y2*w+x2] == tc) {
704 ntc++;
705 if (fillstart == -1)
706 fillstart = y2*w+x2;
707 if ((y2+1 < h && grid2[(y2+1)*w+x2] == c) ||
708 (y2-1 >= 0 && grid2[(y2-1)*w+x2] == c) ||
709 (x2+1 < w && grid2[y2*w+x2+1] == c) ||
710 (x2-1 >= 0 && grid2[y2*w+x2-1] == c)) {
711 #ifdef GENERATION_DIAGNOSTICS
712 printf("adjacency failure at %d,%d\n",
713 x2, y2);
714 #endif
715 ok = FALSE;
717 continue;
719 if (grid2[y2*w+x2] == 0)
720 break;
721 usedcol = TRUE;
722 if (grid2[y2*w+x2] != grid[y1*w+x1]) {
723 #ifdef GENERATION_DIAGNOSTICS
724 printf("matching failure at %d,%d vs %d,%d\n",
725 x2, y2, x1, y1);
726 #endif
727 ok = FALSE;
729 y1--;
733 * If we've reached the top of the column
734 * in grid2, verify that we've also reached
735 * the top of the column in `grid'.
737 if (usedcol) {
738 while (y1 >= 0) {
739 if (grid[y1*w+x1] != 0) {
740 #ifdef GENERATION_DIAGNOSTICS
741 printf("junk at column top (%d,%d)\n",
742 x1, y1);
743 #endif
744 ok = FALSE;
746 y1--;
750 if (!ok)
751 break;
753 if (usedcol)
754 x1++;
757 if (!ok) {
758 assert(!"This should never happen");
761 * If this game is compiled NDEBUG so that
762 * the assertion doesn't bring it to a
763 * crashing halt, the only thing we can do
764 * is to give up, loop round again, and
765 * hope to randomly avoid making whatever
766 * type of move just caused this failure.
768 continue;
772 * Now use bfs to fill in the tc section as
773 * colour c. We use `list' to store the set of
774 * squares we have to process.
776 i = j = 0;
777 assert(fillstart >= 0);
778 list[i++] = fillstart;
779 #ifdef OUTPUT_SOLUTION
780 printf("M");
781 #endif
782 while (j < i) {
783 k = list[j];
784 x = k % w;
785 y = k / w;
786 #ifdef OUTPUT_SOLUTION
787 printf("%s%d", j ? "," : "", k);
788 #endif
789 j++;
791 assert(grid2[k] == tc);
792 grid2[k] = c;
794 if (x > 0 && grid2[k-1] == tc)
795 list[i++] = k-1;
796 if (x+1 < w && grid2[k+1] == tc)
797 list[i++] = k+1;
798 if (y > 0 && grid2[k-w] == tc)
799 list[i++] = k-w;
800 if (y+1 < h && grid2[k+w] == tc)
801 list[i++] = k+w;
803 #ifdef OUTPUT_SOLUTION
804 printf("\n");
805 #endif
808 * Check that we've filled the same number of
809 * tc squares as we originally found.
811 assert(j == ntc);
814 memcpy(grid, grid2, wh * sizeof(int));
816 break; /* done it! */
819 #ifdef GENERATION_DIAGNOSTICS
821 int x,y;
822 printf("n=%d\n", n);
823 for (y = 0; y < h; y++) {
824 for (x = 0; x < w; x++) {
825 if (grid[y*w+x] == 0)
826 printf("-");
827 else
828 printf("%d", grid[y*w+x]);
830 printf("\n");
833 #endif
835 if (n < 0)
836 break;
839 ok = TRUE;
840 for (i = 0; i < wh; i++)
841 if (grid[i] == 0) {
842 ok = FALSE;
843 failures++;
844 #if defined GENERATION_DIAGNOSTICS || defined SHOW_INCOMPLETE
846 int x,y;
847 printf("incomplete grid:\n");
848 for (y = 0; y < h; y++) {
849 for (x = 0; x < w; x++) {
850 if (grid[y*w+x] == 0)
851 printf("-");
852 else
853 printf("%d", grid[y*w+x]);
855 printf("\n");
858 #endif
859 break;
862 } while (!ok);
864 #if defined GENERATION_DIAGNOSTICS || defined COUNT_FAILURES
865 printf("%d failures\n", failures);
866 #endif
867 #ifdef GENERATION_DIAGNOSTICS
869 int x,y;
870 printf("final grid:\n");
871 for (y = 0; y < h; y++) {
872 for (x = 0; x < w; x++) {
873 printf("%d", grid[y*w+x]);
875 printf("\n");
878 #endif
880 sfree(grid2);
881 sfree(list);
885 * Not-guaranteed-soluble grid generator; kept as a legacy, and in
886 * case someone finds the slightly odd quality of the guaranteed-
887 * soluble grids to be aesthetically displeasing or finds its CPU
888 * utilisation to be excessive.
890 static void gen_grid_random(int w, int h, int nc, int *grid, random_state *rs)
892 int i, j, c;
893 int n = w * h;
895 for (i = 0; i < n; i++)
896 grid[i] = 0;
899 * Our sole concession to not gratuitously generating insoluble
900 * grids is to ensure we have at least two of every colour.
902 for (c = 1; c <= nc; c++) {
903 for (j = 0; j < 2; j++) {
904 do {
905 i = (int)random_upto(rs, n);
906 } while (grid[i] != 0);
907 grid[i] = c;
912 * Fill in the rest of the grid at random.
914 for (i = 0; i < n; i++) {
915 if (grid[i] == 0)
916 grid[i] = (int)random_upto(rs, nc)+1;
920 static char *new_game_desc(game_params *params, random_state *rs,
921 char **aux, int interactive)
923 char *ret;
924 int n, i, retlen, *tiles;
926 n = params->w * params->h;
927 tiles = snewn(n, int);
929 if (params->soluble)
930 gen_grid(params->w, params->h, params->ncols, tiles, rs);
931 else
932 gen_grid_random(params->w, params->h, params->ncols, tiles, rs);
934 ret = NULL;
935 retlen = 0;
936 for (i = 0; i < n; i++) {
937 char buf[80];
938 int k;
940 k = sprintf(buf, "%d,", tiles[i]);
941 ret = sresize(ret, retlen + k + 1, char);
942 strcpy(ret + retlen, buf);
943 retlen += k;
945 ret[retlen-1] = '\0'; /* delete last comma */
947 sfree(tiles);
948 return ret;
951 static char *validate_desc(game_params *params, char *desc)
953 int area = params->w * params->h, i;
954 char *p = desc;
956 for (i = 0; i < area; i++) {
957 char *q = p;
958 int n;
960 if (!isdigit((unsigned char)*p))
961 return "Not enough numbers in string";
962 while (isdigit((unsigned char)*p)) p++;
964 if (i < area-1 && *p != ',')
965 return "Expected comma after number";
966 else if (i == area-1 && *p)
967 return "Excess junk at end of string";
969 n = atoi(q);
970 if (n < 0 || n > params->ncols)
971 return "Colour out of range";
973 if (*p) p++; /* eat comma */
975 return NULL;
978 static game_state *new_game(midend *me, game_params *params, char *desc)
980 game_state *state = snew(game_state);
981 char *p = desc;
982 int i;
984 state->params = *params; /* struct copy */
985 state->n = state->params.w * state->params.h;
986 state->tiles = snewn(state->n, int);
988 for (i = 0; i < state->n; i++) {
989 assert(*p);
990 state->tiles[i] = atoi(p);
991 while (*p && *p != ',')
992 p++;
993 if (*p) p++; /* eat comma */
995 state->complete = state->impossible = 0;
996 state->score = 0;
998 return state;
1001 static game_state *dup_game(game_state *state)
1003 game_state *ret = snew(game_state);
1005 *ret = *state; /* structure copy, except... */
1007 ret->tiles = snewn(state->n, int);
1008 memcpy(ret->tiles, state->tiles, state->n * sizeof(int));
1010 return ret;
1013 static void free_game(game_state *state)
1015 sfree(state->tiles);
1016 sfree(state);
1019 static char *solve_game(game_state *state, game_state *currstate,
1020 char *aux, char **error)
1022 return NULL;
1025 static int game_can_format_as_text_now(game_params *params)
1027 return TRUE;
1030 static char *game_text_format(game_state *state)
1032 char *ret, *p;
1033 int x, y, maxlen;
1035 maxlen = state->params.h * (state->params.w + 1);
1036 ret = snewn(maxlen+1, char);
1037 p = ret;
1039 for (y = 0; y < state->params.h; y++) {
1040 for (x = 0; x < state->params.w; x++) {
1041 int t = TILE(state,x,y);
1042 if (t <= 0) *p++ = ' ';
1043 else if (t < 10) *p++ = '0'+t;
1044 else *p++ = 'a'+(t-10);
1046 *p++ = '\n';
1048 assert(p - ret == maxlen);
1049 *p = '\0';
1050 return ret;
1053 struct game_ui {
1054 struct game_params params;
1055 int *tiles; /* selected-ness only */
1056 int nselected;
1057 int xsel, ysel, displaysel;
1060 static game_ui *new_ui(game_state *state)
1062 game_ui *ui = snew(game_ui);
1064 ui->params = state->params; /* structure copy */
1065 ui->tiles = snewn(state->n, int);
1066 memset(ui->tiles, 0, state->n*sizeof(int));
1067 ui->nselected = 0;
1069 ui->xsel = ui->ysel = ui->displaysel = 0;
1071 return ui;
1074 static void free_ui(game_ui *ui)
1076 sfree(ui->tiles);
1077 sfree(ui);
1080 static char *encode_ui(game_ui *ui)
1082 return NULL;
1085 static void decode_ui(game_ui *ui, char *encoding)
1089 static void sel_clear(game_ui *ui, game_state *state)
1091 int i;
1093 for (i = 0; i < state->n; i++)
1094 ui->tiles[i] &= ~TILE_SELECTED;
1095 ui->nselected = 0;
1099 static void game_changed_state(game_ui *ui, game_state *oldstate,
1100 game_state *newstate)
1102 sel_clear(ui, newstate);
1105 * If the game state has just changed into an unplayable one
1106 * (either completed or impossible), we vanish the keyboard-
1107 * control cursor.
1109 if (newstate->complete || newstate->impossible)
1110 ui->displaysel = 0;
1113 static char *sel_movedesc(game_ui *ui, game_state *state)
1115 int i;
1116 char *ret, *sep, buf[80];
1117 int retlen, retsize;
1119 retsize = 256;
1120 ret = snewn(retsize, char);
1121 retlen = 0;
1122 ret[retlen++] = 'M';
1123 sep = "";
1125 for (i = 0; i < state->n; i++) {
1126 if (ui->tiles[i] & TILE_SELECTED) {
1127 sprintf(buf, "%s%d", sep, i);
1128 sep = ",";
1129 if (retlen + (int)strlen(buf) >= retsize) {
1130 retsize = retlen + strlen(buf) + 256;
1131 ret = sresize(ret, retsize, char);
1133 strcpy(ret + retlen, buf);
1134 retlen += strlen(buf);
1136 ui->tiles[i] &= ~TILE_SELECTED;
1139 ui->nselected = 0;
1141 assert(retlen < retsize);
1142 ret[retlen++] = '\0';
1143 return sresize(ret, retlen, char);
1146 static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
1148 int ns = 1, nadded, x, y, c;
1150 TILE(ui,tx,ty) |= TILE_SELECTED;
1151 do {
1152 nadded = 0;
1154 for (x = 0; x < state->params.w; x++) {
1155 for (y = 0; y < state->params.h; y++) {
1156 if (x == tx && y == ty) continue;
1157 if (ISSEL(ui,x,y)) continue;
1159 c = COL(state,x,y);
1160 if ((x > 0) &&
1161 ISSEL(ui,x-1,y) && COL(state,x-1,y) == c) {
1162 TILE(ui,x,y) |= TILE_SELECTED;
1163 nadded++;
1164 continue;
1167 if ((x+1 < state->params.w) &&
1168 ISSEL(ui,x+1,y) && COL(state,x+1,y) == c) {
1169 TILE(ui,x,y) |= TILE_SELECTED;
1170 nadded++;
1171 continue;
1174 if ((y > 0) &&
1175 ISSEL(ui,x,y-1) && COL(state,x,y-1) == c) {
1176 TILE(ui,x,y) |= TILE_SELECTED;
1177 nadded++;
1178 continue;
1181 if ((y+1 < state->params.h) &&
1182 ISSEL(ui,x,y+1) && COL(state,x,y+1) == c) {
1183 TILE(ui,x,y) |= TILE_SELECTED;
1184 nadded++;
1185 continue;
1189 ns += nadded;
1190 } while (nadded > 0);
1192 if (ns > 1) {
1193 ui->nselected = ns;
1194 } else {
1195 sel_clear(ui, state);
1199 static int sg_emptycol(game_state *ret, int x)
1201 int y;
1202 for (y = 0; y < ret->params.h; y++) {
1203 if (COL(ret,x,y)) return 0;
1205 return 1;
1209 static void sg_snuggle(game_state *ret)
1211 int x,y, ndone;
1213 /* make all unsupported tiles fall down. */
1214 do {
1215 ndone = 0;
1216 for (x = 0; x < ret->params.w; x++) {
1217 for (y = ret->params.h-1; y > 0; y--) {
1218 if (COL(ret,x,y) != 0) continue;
1219 if (COL(ret,x,y-1) != 0) {
1220 SWAPTILE(ret,x,y,x,y-1);
1221 ndone++;
1225 } while (ndone);
1227 /* shuffle all columns as far left as they can go. */
1228 do {
1229 ndone = 0;
1230 for (x = 0; x < ret->params.w-1; x++) {
1231 if (sg_emptycol(ret,x) && !sg_emptycol(ret,x+1)) {
1232 ndone++;
1233 for (y = 0; y < ret->params.h; y++) {
1234 SWAPTILE(ret,x,y,x+1,y);
1238 } while (ndone);
1241 static void sg_check(game_state *ret)
1243 int x,y, complete = 1, impossible = 1;
1245 for (x = 0; x < ret->params.w; x++) {
1246 for (y = 0; y < ret->params.h; y++) {
1247 if (COL(ret,x,y) == 0)
1248 continue;
1249 complete = 0;
1250 if (x+1 < ret->params.w) {
1251 if (COL(ret,x,y) == COL(ret,x+1,y))
1252 impossible = 0;
1254 if (y+1 < ret->params.h) {
1255 if (COL(ret,x,y) == COL(ret,x,y+1))
1256 impossible = 0;
1260 ret->complete = complete;
1261 ret->impossible = impossible;
1264 struct game_drawstate {
1265 int started, bgcolour;
1266 int tileinner, tilegap;
1267 int *tiles; /* contains colour and SELECTED. */
1270 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
1271 int x, int y, int button)
1273 int tx, ty;
1274 char *ret = "";
1276 ui->displaysel = 0;
1278 if (button == RIGHT_BUTTON || button == LEFT_BUTTON) {
1279 tx = FROMCOORD(x); ty= FROMCOORD(y);
1280 } else if (IS_CURSOR_MOVE(button)) {
1281 int dx = 0, dy = 0;
1282 ui->displaysel = 1;
1283 dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
1284 dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP) ? -1 : 0);
1285 ui->xsel = (ui->xsel + state->params.w + dx) % state->params.w;
1286 ui->ysel = (ui->ysel + state->params.h + dy) % state->params.h;
1287 return ret;
1288 } else if (IS_CURSOR_SELECT(button)) {
1289 ui->displaysel = 1;
1290 tx = ui->xsel;
1291 ty = ui->ysel;
1292 } else
1293 return NULL;
1295 if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h)
1296 return NULL;
1297 if (COL(state, tx, ty) == 0) return NULL;
1299 if (ISSEL(ui,tx,ty)) {
1300 if (button == RIGHT_BUTTON || button == CURSOR_SELECT2)
1301 sel_clear(ui, state);
1302 else
1303 ret = sel_movedesc(ui, state);
1304 } else {
1305 sel_clear(ui, state); /* might be no-op */
1306 sel_expand(ui, state, tx, ty);
1309 return ret;
1312 static game_state *execute_move(game_state *from, char *move)
1314 int i, n;
1315 game_state *ret;
1317 if (move[0] == 'M') {
1318 ret = dup_game(from);
1320 n = 0;
1321 move++;
1323 while (*move) {
1324 i = atoi(move);
1325 if (i < 0 || i >= ret->n) {
1326 free_game(ret);
1327 return NULL;
1329 n++;
1330 ret->tiles[i] = 0;
1332 while (*move && isdigit((unsigned char)*move)) move++;
1333 if (*move == ',') move++;
1336 ret->score += npoints(&ret->params, n);
1338 sg_snuggle(ret); /* shifts blanks down and to the left */
1339 sg_check(ret); /* checks for completeness or impossibility */
1341 return ret;
1342 } else
1343 return NULL; /* couldn't parse move string */
1346 /* ----------------------------------------------------------------------
1347 * Drawing routines.
1350 static void game_set_size(drawing *dr, game_drawstate *ds,
1351 game_params *params, int tilesize)
1353 ds->tilegap = 2;
1354 ds->tileinner = tilesize - ds->tilegap;
1357 static void game_compute_size(game_params *params, int tilesize,
1358 int *x, int *y)
1360 /* Ick: fake up tile size variables for macro expansion purposes */
1361 game_drawstate ads, *ds = &ads;
1362 game_set_size(NULL, ds, params, tilesize);
1364 *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
1365 *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
1368 static float *game_colours(frontend *fe, int *ncolours)
1370 float *ret = snewn(3 * NCOLOURS, float);
1372 frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
1374 ret[COL_1 * 3 + 0] = 0.0F;
1375 ret[COL_1 * 3 + 1] = 0.0F;
1376 ret[COL_1 * 3 + 2] = 1.0F;
1378 ret[COL_2 * 3 + 0] = 0.0F;
1379 ret[COL_2 * 3 + 1] = 0.5F;
1380 ret[COL_2 * 3 + 2] = 0.0F;
1382 ret[COL_3 * 3 + 0] = 1.0F;
1383 ret[COL_3 * 3 + 1] = 0.0F;
1384 ret[COL_3 * 3 + 2] = 0.0F;
1386 ret[COL_4 * 3 + 0] = 1.0F;
1387 ret[COL_4 * 3 + 1] = 1.0F;
1388 ret[COL_4 * 3 + 2] = 0.0F;
1390 ret[COL_5 * 3 + 0] = 1.0F;
1391 ret[COL_5 * 3 + 1] = 0.0F;
1392 ret[COL_5 * 3 + 2] = 1.0F;
1394 ret[COL_6 * 3 + 0] = 0.0F;
1395 ret[COL_6 * 3 + 1] = 1.0F;
1396 ret[COL_6 * 3 + 2] = 1.0F;
1398 ret[COL_7 * 3 + 0] = 0.5F;
1399 ret[COL_7 * 3 + 1] = 0.5F;
1400 ret[COL_7 * 3 + 2] = 1.0F;
1402 ret[COL_8 * 3 + 0] = 0.5F;
1403 ret[COL_8 * 3 + 1] = 1.0F;
1404 ret[COL_8 * 3 + 2] = 0.5F;
1406 ret[COL_9 * 3 + 0] = 1.0F;
1407 ret[COL_9 * 3 + 1] = 0.5F;
1408 ret[COL_9 * 3 + 2] = 0.5F;
1410 ret[COL_IMPOSSIBLE * 3 + 0] = 0.0F;
1411 ret[COL_IMPOSSIBLE * 3 + 1] = 0.0F;
1412 ret[COL_IMPOSSIBLE * 3 + 2] = 0.0F;
1414 ret[COL_SEL * 3 + 0] = 1.0F;
1415 ret[COL_SEL * 3 + 1] = 1.0F;
1416 ret[COL_SEL * 3 + 2] = 1.0F;
1418 ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
1419 ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
1420 ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
1422 ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F;
1423 ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F;
1424 ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F;
1426 *ncolours = NCOLOURS;
1427 return ret;
1430 static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
1432 struct game_drawstate *ds = snew(struct game_drawstate);
1433 int i;
1435 ds->started = 0;
1436 ds->tileinner = ds->tilegap = 0; /* not decided yet */
1437 ds->tiles = snewn(state->n, int);
1438 ds->bgcolour = -1;
1439 for (i = 0; i < state->n; i++)
1440 ds->tiles[i] = -1;
1442 return ds;
1445 static void game_free_drawstate(drawing *dr, game_drawstate *ds)
1447 sfree(ds->tiles);
1448 sfree(ds);
1451 /* Drawing routing for the tile at (x,y) is responsible for drawing
1452 * itself and the gaps to its right and below. If we're the same colour
1453 * as the tile to our right, then we fill in the gap; ditto below, and if
1454 * both then we fill the teeny tiny square in the corner as well.
1457 static void tile_redraw(drawing *dr, game_drawstate *ds,
1458 int x, int y, int dright, int dbelow,
1459 int tile, int bgcolour)
1461 int outer = bgcolour, inner = outer, col = tile & TILE_COLMASK;
1463 if (col) {
1464 if (tile & TILE_IMPOSSIBLE) {
1465 outer = col;
1466 inner = COL_IMPOSSIBLE;
1467 } else if (tile & TILE_SELECTED) {
1468 outer = COL_SEL;
1469 inner = col;
1470 } else {
1471 outer = inner = col;
1474 draw_rect(dr, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
1475 draw_rect(dr, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
1476 TILE_INNER/2, TILE_INNER/2, inner);
1478 if (dright)
1479 draw_rect(dr, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
1480 (tile & TILE_JOINRIGHT) ? outer : bgcolour);
1481 if (dbelow)
1482 draw_rect(dr, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
1483 (tile & TILE_JOINDOWN) ? outer : bgcolour);
1484 if (dright && dbelow)
1485 draw_rect(dr, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
1486 (tile & TILE_JOINDIAG) ? outer : bgcolour);
1488 if (tile & TILE_HASSEL) {
1489 int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
1490 int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
1491 draw_line(dr, sx, sy, sx+ssz, sy, scol);
1492 draw_line(dr, sx+ssz, sy, sx+ssz, sy+ssz, scol);
1493 draw_line(dr, sx+ssz, sy+ssz, sx, sy+ssz, scol);
1494 draw_line(dr, sx, sy+ssz, sx, sy, scol);
1497 draw_update(dr, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
1500 static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
1501 game_state *state, int dir, game_ui *ui,
1502 float animtime, float flashtime)
1504 int bgcolour, x, y;
1506 /* This was entirely cloned from fifteen.c; it should probably be
1507 * moved into some generic 'draw-recessed-rectangle' utility fn. */
1508 if (!ds->started) {
1509 int coords[10];
1511 draw_rect(dr, 0, 0,
1512 TILE_SIZE * state->params.w + 2 * BORDER,
1513 TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
1514 draw_update(dr, 0, 0,
1515 TILE_SIZE * state->params.w + 2 * BORDER,
1516 TILE_SIZE * state->params.h + 2 * BORDER);
1519 * Recessed area containing the whole puzzle.
1521 coords[0] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1522 coords[1] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1523 coords[2] = COORD(state->params.w) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1524 coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
1525 coords[4] = coords[2] - TILE_SIZE;
1526 coords[5] = coords[3] + TILE_SIZE;
1527 coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
1528 coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
1529 coords[6] = coords[8] + TILE_SIZE;
1530 coords[7] = coords[9] - TILE_SIZE;
1531 draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
1533 coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
1534 coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
1535 draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
1537 ds->started = 1;
1540 if (flashtime > 0.0) {
1541 int frame = (int)(flashtime / FLASH_FRAME);
1542 bgcolour = (frame % 2 ? COL_LOWLIGHT : COL_HIGHLIGHT);
1543 } else
1544 bgcolour = COL_BACKGROUND;
1546 for (x = 0; x < state->params.w; x++) {
1547 for (y = 0; y < state->params.h; y++) {
1548 int i = (state->params.w * y) + x;
1549 int col = COL(state,x,y), tile = col;
1550 int dright = (x+1 < state->params.w);
1551 int dbelow = (y+1 < state->params.h);
1553 tile |= ISSEL(ui,x,y);
1554 if (state->impossible)
1555 tile |= TILE_IMPOSSIBLE;
1556 if (dright && COL(state,x+1,y) == col)
1557 tile |= TILE_JOINRIGHT;
1558 if (dbelow && COL(state,x,y+1) == col)
1559 tile |= TILE_JOINDOWN;
1560 if ((tile & TILE_JOINRIGHT) && (tile & TILE_JOINDOWN) &&
1561 COL(state,x+1,y+1) == col)
1562 tile |= TILE_JOINDIAG;
1564 if (ui->displaysel && ui->xsel == x && ui->ysel == y)
1565 tile |= TILE_HASSEL;
1567 /* For now we're never expecting oldstate at all (because we have
1568 * no animation); when we do we might well want to be looking
1569 * at the tile colours from oldstate, not state. */
1570 if ((oldstate && COL(oldstate,x,y) != col) ||
1571 (ds->bgcolour != bgcolour) ||
1572 (tile != ds->tiles[i])) {
1573 tile_redraw(dr, ds, x, y, dright, dbelow, tile, bgcolour);
1574 ds->tiles[i] = tile;
1578 ds->bgcolour = bgcolour;
1581 char status[255], score[80];
1583 sprintf(score, "Score: %d", state->score);
1585 if (state->complete)
1586 sprintf(status, "COMPLETE! %s", score);
1587 else if (state->impossible)
1588 sprintf(status, "Cannot move! %s", score);
1589 else if (ui->nselected)
1590 sprintf(status, "%s Selected: %d (%d)",
1591 score, ui->nselected, npoints(&state->params, ui->nselected));
1592 else
1593 sprintf(status, "%s", score);
1594 status_bar(dr, status);
1598 static float game_anim_length(game_state *oldstate, game_state *newstate,
1599 int dir, game_ui *ui)
1601 return 0.0F;
1604 static float game_flash_length(game_state *oldstate, game_state *newstate,
1605 int dir, game_ui *ui)
1607 if ((!oldstate->complete && newstate->complete) ||
1608 (!oldstate->impossible && newstate->impossible))
1609 return 2 * FLASH_FRAME;
1610 else
1611 return 0.0F;
1614 static int game_status(game_state *state)
1617 * Dead-end situations are assumed to be rescuable by Undo, so we
1618 * don't bother to identify them and return -1.
1620 return state->complete ? +1 : 0;
1623 static int game_timing_state(game_state *state, game_ui *ui)
1625 return TRUE;
1628 static void game_print_size(game_params *params, float *x, float *y)
1632 static void game_print(drawing *dr, game_state *state, int tilesize)
1636 #ifdef COMBINED
1637 #define thegame samegame
1638 #endif
1640 const struct game thegame = {
1641 "Same Game", "games.samegame", "samegame",
1642 default_params,
1643 game_fetch_preset,
1644 decode_params,
1645 encode_params,
1646 free_params,
1647 dup_params,
1648 TRUE, game_configure, custom_params,
1649 validate_params,
1650 new_game_desc,
1651 validate_desc,
1652 new_game,
1653 dup_game,
1654 free_game,
1655 FALSE, solve_game,
1656 TRUE, game_can_format_as_text_now, game_text_format,
1657 new_ui,
1658 free_ui,
1659 encode_ui,
1660 decode_ui,
1661 game_changed_state,
1662 interpret_move,
1663 execute_move,
1664 PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
1665 game_colours,
1666 game_new_drawstate,
1667 game_free_drawstate,
1668 game_redraw,
1669 game_anim_length,
1670 game_flash_length,
1671 game_status,
1672 FALSE, FALSE, game_print_size, game_print,
1673 TRUE, /* wants_statusbar */
1674 FALSE, game_timing_state,
1675 0, /* flags */