Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / mines.c
diff --git a/mines.c b/mines.c
index 73aea0b..abd1ad8 100644 (file)
--- a/mines.c
+++ b/mines.c
@@ -23,12 +23,17 @@ enum {
     COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY,
     COL_HIGHLIGHT, COL_LOWLIGHT,
     COL_WRONGNUMBER,
+    COL_CURSOR,
     NCOLOURS
 };
 
 #define PREFERRED_TILE_SIZE 20
 #define TILE_SIZE (ds->tilesize)
+#ifdef SMALL_SCREEN
+#define BORDER 8
+#else
 #define BORDER (TILE_SIZE * 3 / 2)
+#endif
 #define HIGHLIGHT_WIDTH (TILE_SIZE / 10)
 #define OUTER_HIGHLIGHT_WIDTH (BORDER / 10)
 #define COORD(x)  ( (x) * TILE_SIZE + BORDER )
@@ -102,8 +107,10 @@ static const struct game_params mines_presets[] = {
   {9, 9, 35, TRUE},
   {16, 16, 40, TRUE},
   {16, 16, 99, TRUE},
+#ifndef SMALL_SCREEN
   {30, 16, 99, TRUE},
   {30, 16, 170, TRUE},
+#endif
 };
 
 static int game_fetch_preset(int i, char **name, game_params **params)
@@ -2163,7 +2170,7 @@ static int open_square(game_state *state, int x, int y)
 static game_state *new_game(midend *me, game_params *params, char *desc)
 {
     game_state *state = snew(game_state);
-    int i, wh, x, y, ret, masked;
+    int i, wh, x, y, masked;
     unsigned char *bmp;
 
     state->w = params->w;
@@ -2258,7 +2265,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
        }
 
        if (x >= 0 && y >= 0)
-           ret = open_square(state, x, y);
+           open_square(state, x, y);
         sfree(bmp);
     }
 
@@ -2306,6 +2313,11 @@ static char *solve_game(game_state *state, game_state *currstate,
     return dupstr("S");
 }
 
+static int game_can_format_as_text_now(game_params *params)
+{
+    return TRUE;
+}
+
 static char *game_text_format(game_state *state)
 {
     char *ret;
@@ -2339,6 +2351,7 @@ struct game_ui {
     int validradius;
     int flash_is_death;
     int deaths, completed;
+    int cur_x, cur_y, cur_visible;
 };
 
 static game_ui *new_ui(game_state *state)
@@ -2349,6 +2362,7 @@ static game_ui *new_ui(game_state *state)
     ui->deaths = 0;
     ui->completed = FALSE;
     ui->flash_is_death = FALSE;               /* *shrug* */
+    ui->cur_x = ui->cur_y = ui->cur_visible = 0;
     return ui;
 }
 
@@ -2398,9 +2412,10 @@ struct game_drawstate {
      *         - -22 and -23 mean the tile is highlighted for a possible
      *           click.
      */
+    int cur_x, cur_y; /* -1, -1 for no cursor displayed. */
 };
 
-static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
+static char *interpret_move(game_state *from, game_ui *ui, const game_drawstate *ds,
                            int x, int y, int button)
 {
     int cx, cy;
@@ -2409,13 +2424,42 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
     if (from->dead || from->won)
        return NULL;                   /* no further moves permitted */
 
-    if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) &&
-       !IS_MOUSE_RELEASE(button))
-       return NULL;
-
     cx = FROMCOORD(x);
     cy = FROMCOORD(y);
 
+    if (IS_CURSOR_MOVE(button)) {
+        move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0);
+        ui->cur_visible = 1;
+        return "";
+    }
+    if (IS_CURSOR_SELECT(button)) {
+        int v = from->grid[ui->cur_y * from->w + ui->cur_x];
+
+        if (!ui->cur_visible) {
+            ui->cur_visible = 1;
+            return "";
+        }
+        if (button == CURSOR_SELECT2) {
+            /* As for RIGHT_BUTTON; only works on covered square. */
+            if (v != -2 && v != -1)
+                return NULL;
+            sprintf(buf, "F%d,%d", ui->cur_x, ui->cur_y);
+            return dupstr(buf);
+        }
+        /* Otherwise, treat as LEFT_BUTTON, for a single square. */
+        if (v == -2 || v == -3) {
+            if (from->layout->mines &&
+                from->layout->mines[ui->cur_y * from->w + ui->cur_x])
+                ui->deaths++;
+
+            sprintf(buf, "O%d,%d", ui->cur_x, ui->cur_y);
+            return dupstr(buf);
+        }
+        cx = ui->cur_x; cy = ui->cur_y;
+        ui->validradius = 1;
+        goto uncover;
+    }
+
     if (button == LEFT_BUTTON || button == LEFT_DRAG ||
        button == MIDDLE_BUTTON || button == MIDDLE_DRAG) {
        if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h)
@@ -2432,6 +2476,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
            ui->validradius = ui->hradius;
        else if (button == MIDDLE_BUTTON)
            ui->validradius = 1;
+        ui->cur_visible = 0;
        return "";
     }
 
@@ -2481,7 +2526,12 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
            sprintf(buf, "O%d,%d", cx, cy);
            return dupstr(buf);
        }
+        goto uncover;
+    }
+    return NULL;
 
+uncover:
+    {
        /*
         * Left-clicking or middle-clicking on an uncovered tile:
         * first we check to see if the number of mine markers
@@ -2538,8 +2588,6 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
 
        return "";
     }
-
-    return NULL;
 }
 
 static game_state *execute_move(game_state *from, char *move)
@@ -2548,35 +2596,58 @@ static game_state *execute_move(game_state *from, char *move)
     game_state *ret;
 
     if (!strcmp(move, "S")) {
-       /*
-        * Simply expose the entire grid as if it were a completed
-        * solution.
-        */
        int yy, xx;
 
        ret = dup_game(from);
-       for (yy = 0; yy < ret->h; yy++)
-           for (xx = 0; xx < ret->w; xx++) {
-
-               if (ret->layout->mines[yy*ret->w+xx]) {
-                   ret->grid[yy*ret->w+xx] = -1;
-               } else {
-                   int dx, dy, v;
-
-                   v = 0;
-
-                   for (dx = -1; dx <= +1; dx++)
-                       for (dy = -1; dy <= +1; dy++)
-                           if (xx+dx >= 0 && xx+dx < ret->w &&
-                               yy+dy >= 0 && yy+dy < ret->h &&
-                               ret->layout->mines[(yy+dy)*ret->w+(xx+dx)])
-                               v++;
-
-                   ret->grid[yy*ret->w+xx] = v;
-               }
-           }
-       ret->used_solve = TRUE;
-       ret->won = TRUE;
+        if (!ret->dead) {
+            /*
+             * If the player is still alive at the moment of pressing
+             * Solve, expose the entire grid as if it were a completed
+             * solution.
+             */
+            for (yy = 0; yy < ret->h; yy++)
+                for (xx = 0; xx < ret->w; xx++) {
+
+                    if (ret->layout->mines[yy*ret->w+xx]) {
+                        ret->grid[yy*ret->w+xx] = -1;
+                    } else {
+                        int dx, dy, v;
+
+                        v = 0;
+
+                        for (dx = -1; dx <= +1; dx++)
+                            for (dy = -1; dy <= +1; dy++)
+                                if (xx+dx >= 0 && xx+dx < ret->w &&
+                                    yy+dy >= 0 && yy+dy < ret->h &&
+                                    ret->layout->mines[(yy+dy)*ret->w+(xx+dx)])
+                                    v++;
+
+                        ret->grid[yy*ret->w+xx] = v;
+                    }
+                }
+        } else {
+            /*
+             * If the player pressed Solve _after dying_, show a full
+             * corrections grid in the style of standard Minesweeper.
+             * Players who don't like Mines's behaviour on death of
+             * only showing the mine that killed you (so that in case
+             * of a typo you can undo and carry on without the rest of
+             * the grid being spoiled) can use this to get the display
+             * that ordinary Minesweeper would have given them.
+             */
+            for (yy = 0; yy < ret->h; yy++)
+                for (xx = 0; xx < ret->w; xx++) {
+                    int pos = yy*ret->w+xx;
+                    if ((ret->grid[pos] == -2 || ret->grid[pos] == -3) &&
+                        ret->layout->mines[pos]) {
+                        ret->grid[pos] = 64;
+                    } else if (ret->grid[pos] == -1 &&
+                               !ret->layout->mines[pos]) {
+                        ret->grid[pos] = 66;
+                    }
+                }
+        }
+        ret->used_solve = TRUE;
 
        return ret;
     } else {
@@ -2643,9 +2714,9 @@ static float *game_colours(frontend *fe, int *ncolours)
 
     frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
 
-    ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0;
-    ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0;
-    ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0;
+    ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0F / 20.0F;
+    ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0F / 20.0F;
+    ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0F / 20.0F;
 
     ret[COL_1 * 3 + 0] = 0.0F;
     ret[COL_1 * 3 + 1] = 0.0F;
@@ -2707,14 +2778,19 @@ static float *game_colours(frontend *fe, int *ncolours)
     ret[COL_HIGHLIGHT * 3 + 1] = 1.0F;
     ret[COL_HIGHLIGHT * 3 + 2] = 1.0F;
 
-    ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0;
-    ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0;
-    ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0;
+    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;
 
     ret[COL_WRONGNUMBER * 3 + 0] = 1.0F;
     ret[COL_WRONGNUMBER * 3 + 1] = 0.6F;
     ret[COL_WRONGNUMBER * 3 + 2] = 0.6F;
 
+    /* Red tinge to a light colour, for the cursor. */
+    ret[COL_CURSOR * 3 + 0] = ret[COL_HIGHLIGHT * 3 + 0];
+    ret[COL_CURSOR * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F;
+    ret[COL_CURSOR * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F;
+
     *ncolours = NCOLOURS;
     return ret;
 }
@@ -2729,6 +2805,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
     ds->tilesize = 0;                  /* not decided yet */
     ds->grid = snewn(ds->w * ds->h, signed char);
     ds->bg = -1;
+    ds->cur_x = ds->cur_y = -1;
 
     memset(ds->grid, -99, ds->w * ds->h);
 
@@ -2785,20 +2862,20 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
             * Draw a flag.
             */
 #define SETCOORD(n, dx, dy) do { \
-    coords[(n)*2+0] = x + TILE_SIZE * (dx); \
-    coords[(n)*2+1] = y + TILE_SIZE * (dy); \
+    coords[(n)*2+0] = x + (int)(TILE_SIZE * (dx)); \
+    coords[(n)*2+1] = y + (int)(TILE_SIZE * (dy)); \
 } while (0)
-           SETCOORD(0, 0.6, 0.35);
-           SETCOORD(1, 0.6, 0.7);
-           SETCOORD(2, 0.8, 0.8);
-           SETCOORD(3, 0.25, 0.8);
-           SETCOORD(4, 0.55, 0.7);
-           SETCOORD(5, 0.55, 0.35);
+           SETCOORD(0, 0.6F,  0.35F);
+           SETCOORD(1, 0.6F,  0.7F);
+           SETCOORD(2, 0.8F,  0.8F);
+           SETCOORD(3, 0.25F, 0.8F);
+           SETCOORD(4, 0.55F, 0.7F);
+           SETCOORD(5, 0.55F, 0.35F);
            draw_polygon(dr, coords, 6, COL_FLAGBASE, COL_FLAGBASE);
 
-           SETCOORD(0, 0.6, 0.2);
-           SETCOORD(1, 0.6, 0.5);
-           SETCOORD(2, 0.2, 0.35);
+           SETCOORD(0, 0.6F, 0.2F);
+           SETCOORD(1, 0.6F, 0.5F);
+           SETCOORD(2, 0.2F, 0.35F);
            draw_polygon(dr, coords, 3, COL_FLAG, COL_FLAG);
 #undef SETCOORD
 
@@ -2844,48 +2921,17 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
        } else if (v >= 64) {
            /*
             * Mark a mine.
-            * 
-            * FIXME: this could be done better!
             */
-#if 0
-           draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2,
-                     FONT_VARIABLE, TILE_SIZE * 7 / 8,
-                     ALIGN_VCENTRE | ALIGN_HCENTRE,
-                     COL_MINE, "*");
-#else
            {
                int cx = x + TILE_SIZE / 2;
                int cy = y + TILE_SIZE / 2;
                int r = TILE_SIZE / 2 - 3;
-               int coords[4*5*2];
-               int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
-               int tdx, tdy, i;
-
-               for (i = 0; i < 4*5*2; i += 5*2) {
-                   coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx;
-                   coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy;
-                   coords[i+2*1+0] = cx - r/6*xdx + r*ydx;
-                   coords[i+2*1+1] = cy - r/6*xdy + r*ydy;
-                   coords[i+2*2+0] = cx + r/6*xdx + r*ydx;
-                   coords[i+2*2+1] = cy + r/6*xdy + r*ydy;
-                   coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx;
-                   coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy;
-                   coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx;
-                   coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy;
-
-                   tdx = ydx;
-                   tdy = ydy;
-                   ydx = xdx;
-                   ydy = xdy;
-                   xdx = -tdx;
-                   xdy = -tdy;
-               }
-
-               draw_polygon(dr, coords, 5*4, COL_MINE, COL_MINE);
 
+               draw_circle(dr, cx, cy, 5*r/6, COL_MINE, COL_MINE);
+               draw_rect(dr, cx - r/6, cy - r, 2*(r/6)+1, 2*r+1, COL_MINE);
+               draw_rect(dr, cx - r, cy - r/6, 2*r+1, 2*(r/6)+1, COL_MINE);
                draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
            }
-#endif
 
            if (v == 66) {
                /*
@@ -2913,9 +2959,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
 {
     int x, y;
     int mines, markers, bg;
+    int cx = -1, cy = -1, cmoved;
 
     if (flashtime) {
-       int frame = (flashtime / FLASH_FRAME);
+       int frame = (int)(flashtime / FLASH_FRAME);
        if (frame % 2)
            bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT);
        else
@@ -2955,6 +3002,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
         ds->started = TRUE;
     }
 
+    if (ui->cur_visible) cx = ui->cur_x;
+    if (ui->cur_visible) cy = ui->cur_y;
+    cmoved = (cx != ds->cur_x || cy != ds->cur_y);
+
     /*
      * Now draw the tiles. Also in this loop, count up the number
      * of mines and mine markers.
@@ -2962,7 +3013,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     mines = markers = 0;
     for (y = 0; y < ds->h; y++)
        for (x = 0; x < ds->w; x++) {
-           int v = state->grid[y*ds->w+x];
+           int v = state->grid[y*ds->w+x], cc = 0;
 
            if (v == -1)
                markers++;
@@ -2993,12 +3044,18 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
                (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius))
                v -= 20;
 
-           if (ds->grid[y*ds->w+x] != v || bg != ds->bg) {
-               draw_tile(dr, ds, COORD(x), COORD(y), v, bg);
+            if (cmoved && /* if cursor has moved, force redraw of curr and prev pos */
+                ((x == cx && y == cy) || (x == ds->cur_x && y == ds->cur_y)))
+              cc = 1;
+
+           if (ds->grid[y*ds->w+x] != v || bg != ds->bg || cc) {
+               draw_tile(dr, ds, COORD(x), COORD(y), v,
+                          (x == cx && y == cy) ? COL_CURSOR : bg);
                ds->grid[y*ds->w+x] = v;
            }
        }
     ds->bg = bg;
+    ds->cur_x = cx; ds->cur_y = cy;
 
     if (!state->layout->mines)
        mines = state->layout->n;
@@ -3050,6 +3107,16 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
+static int game_status(game_state *state)
+{
+    /*
+     * We report the game as lost only if the player has used the
+     * Solve function to reveal all the mines. Otherwise, we assume
+     * they'll undo and continue play.
+     */
+    return state->won ? (state->used_solve ? -1 : +1) : 0;
+}
+
 static int game_timing_state(game_state *state, game_ui *ui)
 {
     if (state->dead || state->won || ui->completed || !state->layout->mines)
@@ -3085,7 +3152,7 @@ const struct game thegame = {
     dup_game,
     free_game,
     TRUE, solve_game,
-    TRUE, game_text_format,
+    TRUE, game_can_format_as_text_now, game_text_format,
     new_ui,
     free_ui,
     encode_ui,
@@ -3100,10 +3167,11 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
     TRUE,                             /* wants_statusbar */
     TRUE, game_timing_state,
-    BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON),
+    BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON) | REQUIRE_RBUTTON,
 };
 
 #ifdef STANDALONE_OBFUSCATOR
@@ -3175,3 +3243,5 @@ int main(int argc, char **argv)
 }
 
 #endif
+
+/* vim: set shiftwidth=4 tabstop=8: */