Fix bounds checking for Flip cursor control.
[sgt/puzzles] / flip.c
diff --git a/flip.c b/flip.c
index e6c4077..503681e 100644 (file)
--- a/flip.c
+++ b/flip.c
@@ -20,6 +20,7 @@ enum {
     COL_GRID,
     COL_DIAG,
     COL_HINT,
+    COL_CURSOR,
     NCOLOURS
 };
 
@@ -347,7 +348,7 @@ static void addneighbours(tree234 *t, int w, int h, int cx, int cy,
 }
 
 static char *new_game_desc(game_params *params, random_state *rs,
-                          game_aux_info **aux, int interactive)
+                          char **aux, int interactive)
 {
     int w = params->w, h = params->h, wh = w * h;
     int i, j;
@@ -595,11 +596,6 @@ static char *new_game_desc(game_params *params, random_state *rs,
     return ret;
 }
 
-static void game_free_aux_info(game_aux_info *aux)
-{
-    assert(!"Shouldn't happen");
-}
-
 static char *validate_desc(game_params *params, char *desc)
 {
     int w = params->w, h = params->h, wh = w * h;
@@ -675,15 +671,15 @@ static void rowxor(unsigned char *row1, unsigned char *row2, int len)
        row1[i] ^= row2[i];
 }
 
-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)
 {
     int w = state->w, h = state->h, wh = w * h;
     unsigned char *equations, *solution, *shortest;
     int *und, nund;
     int rowsdone, colsdone;
     int i, j, k, len, bestlen;
-    game_state *ret;
+    char *ret;
 
     /*
      * Set up a list of simultaneous equations. Each one is of
@@ -840,17 +836,14 @@ static game_state *solve_game(game_state *state, game_state *currstate,
     }
 
     /*
-     * We have a solution. Produce a game state with the solution
-     * marked in annotations.
+     * We have a solution. Produce a move string encoding the
+     * solution.
      */
-    ret = dup_game(currstate);
-    ret->hints_active = TRUE;
-    ret->cheated = TRUE;
-    for (i = 0; i < wh; i++) {
-       ret->grid[i] &= ~2;
-       if (shortest[i])
-           ret->grid[i] |= 2;
-    }
+    ret = snewn(wh + 2, char);
+    ret[0] = 'S';
+    for (i = 0; i < wh; i++)
+       ret[i+1] = shortest[i] ? '1' : '0';
+    ret[wh+1] = '\0';
 
     sfree(shortest);
     sfree(solution);
@@ -865,13 +858,29 @@ static char *game_text_format(game_state *state)
     return NULL;
 }
 
+struct game_ui {
+    int cx, cy, cdraw;
+};
+
 static game_ui *new_ui(game_state *state)
 {
-    return NULL;
+    game_ui *ui = snew(game_ui);
+    ui->cx = ui->cy = ui->cdraw = 0;
+    return ui;
 }
 
 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)
+{
 }
 
 static void game_changed_state(game_ui *ui, game_state *oldstate,
@@ -885,41 +894,94 @@ struct game_drawstate {
     int tilesize;
 };
 
-static game_state *make_move(game_state *from, 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 w = from->w, h = from->h, wh = w * h;
-    game_state *ret;
+    int w = state->w, h = state->h /*, wh = w * h */;
+    char buf[80], *nullret = NULL;
+
+    if (button == LEFT_BUTTON || button == CURSOR_SELECT ||
+        button == ' ' || button == '\r' || button == '\n') {
+        int tx, ty;
+        if (button == LEFT_BUTTON) {
+            tx = FROMCOORD(x), ty = FROMCOORD(y);
+            ui->cdraw = 0;
+        } else {
+            tx = ui->cx; ty = ui->cy;
+            ui->cdraw = 1;
+        }
+        nullret = "";
 
-    if (button == LEFT_BUTTON) {
-        int tx = FROMCOORD(x), ty = FROMCOORD(y);
         if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
-            int i, j, done;
+           sprintf(buf, "M%d,%d", tx, ty);
+           return dupstr(buf);
+        }
+    }
+    else if (button == CURSOR_UP || button == CURSOR_DOWN ||
+            button == CURSOR_RIGHT || button == CURSOR_LEFT) {
+        int dx = 0, dy = 0;
+        switch (button) {
+        case CURSOR_UP:         dy = -1; break;
+        case CURSOR_DOWN:       dy = 1; break;
+        case CURSOR_RIGHT:      dx = 1; break;
+        case CURSOR_LEFT:       dx = -1; break;
+        default: assert(!"shouldn't get here");
+        }
+        ui->cx += dx; ui->cy += dy;
+        ui->cx = min(max(ui->cx, 0), state->w - 1);
+        ui->cy = min(max(ui->cy, 0), state->h - 1);
+        ui->cdraw = 1;
+        nullret = "";
+    }
 
-            ret = dup_game(from);
+    return nullret;
+}
 
-           if (!ret->completed)
-               ret->moves++;
+static game_state *execute_move(game_state *from, char *move)
+{
+    int w = from->w, h = from->h, wh = w * h;
+    game_state *ret;
+    int x, y;
+
+    if (move[0] == 'S' && strlen(move) == wh+1) {
+       int i;
+
+       ret = dup_game(from);
+       ret->hints_active = TRUE;
+       ret->cheated = TRUE;
+       for (i = 0; i < wh; i++) {
+           ret->grid[i] &= ~2;
+           if (move[i+1] != '0')
+               ret->grid[i] |= 2;
+       }
+       return ret;
+    } else if (move[0] == 'M' &&
+              sscanf(move+1, "%d,%d", &x, &y) == 2 &&
+       x >= 0 && x < w && y >= 0 && y < h) {
+       int i, j, done;
 
-            i = ty * w + tx;
+       ret = dup_game(from);
 
-           done = TRUE;
-            for (j = 0; j < wh; j++) {
-                ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
-               if (ret->grid[j] & 1)
-                   done = FALSE;
-           }
-           ret->grid[i] ^= 2;         /* toggle hint */
-           if (done) {
-               ret->completed = TRUE;
-               ret->hints_active = FALSE;
-           }
+       if (!ret->completed)
+           ret->moves++;
 
-            return ret;
-        }
-    }
+       i = y * w + x;
 
-    return NULL;
+       done = TRUE;
+       for (j = 0; j < wh; j++) {
+           ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
+           if (ret->grid[j] & 1)
+               done = FALSE;
+       }
+       ret->grid[i] ^= 2;             /* toggle hint */
+       if (done) {
+           ret->completed = TRUE;
+           ret->hints_active = FALSE;
+       }
+
+       return ret;
+    } else
+       return NULL;                   /* can't parse move string */
 }
 
 /* ----------------------------------------------------------------------
@@ -929,19 +991,19 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
 static void game_size(game_params *params, game_drawstate *ds,
                       int *x, int *y, int expand)
 {
-    int tsx, tsy, ts;
+    double tsx, tsy, ts;
     /*
      * Each window dimension equals the tile size times one more
      * than the grid dimension (the border is half the width of the
      * tiles).
      */
-    tsx = *x / (params->w + 1);
-    tsy = *y / (params->h + 1);
+    tsx = (double)*x / ((double)params->w + 1.0);
+    tsy = (double)*y / ((double)params->h + 1);
     ts = min(tsx, tsy);
     if (expand)
-        ds->tilesize = ts;
+        ds->tilesize = (int)(ts + 0.5);
     else
-        ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+        ds->tilesize = min((int)ts, PREFERRED_TILE_SIZE);
 
     *x = TILE_SIZE * params->w + 2 * BORDER;
     *y = TILE_SIZE * params->h + 2 * BORDER;
@@ -973,6 +1035,10 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     ret[COL_HINT * 3 + 1] = 0.0F;
     ret[COL_HINT * 3 + 2] = 0.0F;
 
+    ret[COL_CURSOR * 3 + 0] = 0.8F;
+    ret[COL_CURSOR * 3 + 1] = 0.0F;
+    ret[COL_CURSOR * 3 + 2] = 0.0F;
+
     *ncolours = NCOLOURS;
     return ret;
 }
@@ -1005,7 +1071,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
 {
     int w = ds->w, h = ds->h, wh = w * h;
     int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER;
-    int i, j;
+    int i, j, dcol = (tile & 4) ? COL_CURSOR : COL_DIAG;
 
     clip(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
 
@@ -1031,8 +1097,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
        if (animtime < 0.5)
            colour = COL_WRONG + COL_RIGHT - colour;
 
-       draw_polygon(fe, coords, 4, TRUE, colour);
-       draw_polygon(fe, coords, 4, FALSE, COL_GRID);
+       draw_polygon(fe, coords, 4, colour, COL_GRID);
     }
 
     /*
@@ -1047,12 +1112,12 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
                int cx = (bx + TILE_SIZE/2) + (2 * ox - 1) * td;
                int cy = (by + TILE_SIZE/2) + (2 * oy - 1) * td;
                if (ox == 0 && oy == 0)
-                    draw_rect(fe, cx, cy, 2*td+1, 2*td+1, COL_DIAG);
+                    draw_rect(fe, cx, cy, 2*td+1, 2*td+1, dcol);
                 else {
-                    draw_line(fe, cx, cy, cx+2*td, cy, COL_DIAG);
-                    draw_line(fe, cx, cy+2*td, cx+2*td, cy+2*td, COL_DIAG);
-                    draw_line(fe, cx, cy, cx, cy+2*td, COL_DIAG);
-                    draw_line(fe, cx+2*td, cy, cx+2*td, cy+2*td, COL_DIAG);
+                    draw_line(fe, cx, cy, cx+2*td, cy, dcol);
+                    draw_line(fe, cx, cy+2*td, cx+2*td, cy+2*td, dcol);
+                    draw_line(fe, cx, cy, cx, cy+2*td, dcol);
+                    draw_line(fe, cx+2*td, cy, cx+2*td, cy+2*td, dcol);
                 }
            }
 
@@ -1131,6 +1196,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 
        if (!state->hints_active)
            v &= ~2;
+        if (ui->cdraw && ui->cx == x && ui->cy == y)
+            v |= 4;
 
        if (oldstate && state->grid[i] != oldstate->grid[i])
            vv = 255;                  /* means `animated' */
@@ -1196,7 +1263,6 @@ const struct game thegame = {
     TRUE, game_configure, custom_params,
     validate_params,
     new_game_desc,
-    game_free_aux_info,
     validate_desc,
     new_game,
     dup_game,
@@ -1205,8 +1271,11 @@ const struct game thegame = {
     FALSE, game_text_format,
     new_ui,
     free_ui,
+    encode_ui,
+    decode_ui,
     game_changed_state,
-    make_move,
+    interpret_move,
+    execute_move,
     game_size,
     game_colours,
     game_new_drawstate,