Black Box: fix "reveal" button location, explain what's meant by the
[sgt/puzzles] / netslide.c
index 5aa58b6..1962d92 100644 (file)
@@ -82,11 +82,6 @@ struct game_params {
     int movetarget;
 };
 
-struct game_aux_info {
-    int width, height;
-    unsigned char *tiles;
-};
-
 struct game_state {
     int width, height, cx, cy, wrapping, completed;
     int used_solve, just_used_solve;
@@ -314,7 +309,7 @@ static game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
 {
     if (params->width <= 1 || params->height <= 1)
        return "Width and height must both be greater than one";
@@ -330,7 +325,7 @@ static char *validate_params(game_params *params)
  */
 
 static char *new_game_desc(game_params *params, random_state *rs,
-                          game_aux_info **aux, int interactive)
+                          char **aux, int interactive)
 {
     tree234 *possibilities, *barriertree;
     int w, h, x, y, cx, cy, nbarriers;
@@ -535,19 +530,22 @@ static char *new_game_desc(game_params *params, random_state *rs,
     }
 
     /*
-     * Save the unshuffled grid. We do this using a separate
-     * reference-counted structure since it's a large chunk of
-     * memory which we don't want to have to replicate in every
-     * game state while playing.
+     * Save the unshuffled grid in aux.
      */
     {
-        game_aux_info *solution;
+       char *solution;
+        int i;
 
-       solution = snew(game_aux_info);
-       solution->width = w;
-       solution->height = h;
-       solution->tiles = snewn(w * h, unsigned char);
-       memcpy(solution->tiles, tiles, w * h);
+        /*
+         * String format is exactly the same as a solve move, so we
+         * can just dupstr this in solve_game().
+         */
+
+       solution = snewn(w * h + 2, char);
+        solution[0] = 'S';
+        for (i = 0; i < w * h; i++)
+            solution[i+1] = "0123456789abcdef"[tiles[i] & 0xF];
+        solution[w*h+1] = '\0';
 
        *aux = solution;
     }
@@ -698,12 +696,6 @@ static char *new_game_desc(game_params *params, random_state *rs,
     return desc;
 }
 
-static void game_free_aux_info(game_aux_info *aux)
-{
-    sfree(aux->tiles);
-    sfree(aux);
-}
-
 static char *validate_desc(game_params *params, char *desc)
 {
     int w = params->width, h = params->height;
@@ -893,24 +885,15 @@ static void free_game(game_state *state)
     sfree(state);
 }
 
-static game_state *solve_game(game_state *state, game_state *currstate,
-                             game_aux_info *aux, char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+                       char *aux, char **error)
 {
-    game_state *ret;
-
     if (!aux) {
        *error = "Solution not known for this puzzle";
        return NULL;
     }
 
-    assert(aux->width == state->width);
-    assert(aux->height == state->height);
-    ret = dup_game(state);
-    memcpy(ret->tiles, aux->tiles, ret->width * ret->height);
-    ret->used_solve = ret->just_used_solve = TRUE;
-    ret->completed = ret->move_count = 1;
-
-    return ret;
+    return dupstr(aux);
 }
 
 static char *game_text_format(game_state *state)
@@ -1004,6 +987,15 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
+static char *encode_ui(game_ui *ui)
+{
+    return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
 /* ----------------------------------------------------------------------
  * Process a move.
  */
@@ -1058,12 +1050,12 @@ struct game_drawstate {
     unsigned char *visible;
 };
 
-static game_state *make_move(game_state *state, game_ui *ui,
-                             game_drawstate *ds, int x, int y, int button)
+static char *interpret_move(game_state *state, game_ui *ui,
+                           game_drawstate *ds, int x, int y, int button)
 {
     int cx, cy;
     int n, dx, dy;
-    game_state *ret;
+    char buf[80];
 
     button &= ~MOD_MASK;
 
@@ -1099,16 +1091,59 @@ static game_state *make_move(game_state *state, game_ui *ui,
         dy = -dy;
     }
 
-    ret = dup_game(state);
+    if (dx == 0)
+       sprintf(buf, "C%d,%d", cx, dy);
+    else
+       sprintf(buf, "R%d,%d", cy, dx);
+    return dupstr(buf);
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+    game_state *ret;
+    int c, d, col;
+
+    if ((move[0] == 'C' || move[0] == 'R') &&
+       sscanf(move+1, "%d,%d", &c, &d) == 2 &&
+       c >= 0 && c < (move[0] == 'C' ? from->width : from->height)) {
+       col = (move[0] == 'C');
+    } else if (move[0] == 'S' &&
+              strlen(move) == from->width * from->height + 1) {
+       int i;
+       ret = dup_game(from);
+       ret->used_solve = ret->just_used_solve = TRUE;
+       ret->completed = ret->move_count = 1;
+
+       for (i = 0; i < from->width * from->height; i++) {
+           c = move[i+1];
+           if (c >= '0' && c <= '9')
+               c -= '0';
+           else if (c >= 'A' && c <= 'F')
+               c -= 'A' - 10;
+           else if (c >= 'a' && c <= 'f')
+               c -= 'a' - 10;
+           else {
+               free_game(ret);
+               return NULL;
+           }
+           ret->tiles[i] = c;
+       }
+       return ret;
+    } else
+       return NULL;                   /* can't parse move string */
+
+    ret = dup_game(from);
     ret->just_used_solve = FALSE;
 
-    if (dx == 0) slide_col(ret, dy, cx);
-    else slide_row(ret, dx, cy);
+    if (col)
+       slide_col(ret, d, c);
+    else
+       slide_row(ret, d, c);
 
     ret->move_count++;
-    ret->last_move_row = dx ? cy : -1;
-    ret->last_move_col = dx ? -1 : cx;
-    ret->last_move_dir = dx + dy;
+    ret->last_move_row = col ? -1 : c;
+    ret->last_move_col = col ? c : -1;
+    ret->last_move_dir = d;
 
     /*
      * See if the game has been completed.
@@ -1159,29 +1194,23 @@ static void game_free_drawstate(game_drawstate *ds)
     sfree(ds);
 }
 
-static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
-                      int expand)
+static void game_compute_size(game_params *params, int tilesize,
+                             int *x, int *y)
 {
-    int tsx, tsy, ts;
-    /*
-     * Each window dimension equals the tile size times two more
-     * than the grid dimension (the border containing the arrows is
-     * the same width as the tiles), plus TILE_BORDER, plus twice
-     * WINDOW_OFFSET.
-     */
-    tsx = (*x - 2*WINDOW_OFFSET - TILE_BORDER) / (params->width + 2);
-    tsy = (*y - 2*WINDOW_OFFSET - TILE_BORDER) / (params->height + 2);
-    ts = min(tsx, tsy);
-
-    if (expand)
-        ds->tilesize = ts;
-    else
-        ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+    /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+    struct { int tilesize; } ads, *ds = &ads;
+    ads.tilesize = tilesize;
 
     *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
     *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
 }
 
+static void game_set_size(game_drawstate *ds, game_params *params,
+                         int tilesize)
+{
+    ds->tilesize = tilesize;
+}
+
 static float *game_colours(frontend *fe, game_state *state, int *ncolours)
 {
     float *ret;
@@ -1401,8 +1430,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
             points[i+1] = by+(int)(cy+ey);
         }
 
-        draw_polygon(fe, points, 4, TRUE, col);
-        draw_polygon(fe, points, 4, FALSE, COL_WIRE);
+        draw_polygon(fe, points, 4, col, COL_WIRE);
     }
 
     /*
@@ -1498,8 +1526,7 @@ static void draw_arrow(frontend *fe, game_drawstate *ds,
     POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2);   /* left concave */
     POINT(6,     TILE_SIZE / 4, TILE_SIZE / 2);   /* left corner */
 
-    draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
-    draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
+    draw_polygon(fe, coords, 7, COL_LOWLIGHT, COL_TEXT);
 }
 
 static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
@@ -1749,7 +1776,7 @@ static int game_wants_statusbar(void)
     return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return FALSE;
 }
@@ -1769,7 +1796,6 @@ const struct game thegame = {
     TRUE, game_configure, custom_params,
     validate_params,
     new_game_desc,
-    game_free_aux_info,
     validate_desc,
     new_game,
     dup_game,
@@ -1778,9 +1804,12 @@ const struct game thegame = {
     FALSE, game_text_format,
     new_ui,
     free_ui,
+    encode_ui,
+    decode_ui,
     game_changed_state,
-    make_move,
-    game_size,
+    interpret_move,
+    execute_move,
+    PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
     game_colours,
     game_new_drawstate,
     game_free_drawstate,