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In Windows/Gtk front-ends, consistently use the ellipsis convention for naming
[sgt/puzzles]
/
sixteen.c
diff --git
a/sixteen.c
b/sixteen.c
index
457e9c9
..
f16bc96
100644
(file)
--- a/
sixteen.c
+++ b/
sixteen.c
@@
-44,7
+44,6
@@
struct game_state {
int w, h, n;
int *tiles;
int completed;
int w, h, n;
int *tiles;
int completed;
- int just_used_solve; /* used to suppress undo animation */
int used_solve; /* used to suppress completion flash */
int movecount, movetarget;
int last_movement_sense;
int used_solve; /* used to suppress completion flash */
int movecount, movetarget;
int last_movement_sense;
@@
-450,7
+449,7
@@
static char *validate_desc(game_params *params, char *desc)
return err;
}
return err;
}
-static game_state *new_game(midend
_data
*me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
int i;
{
game_state *state = snew(game_state);
int i;
@@
-474,7
+473,7
@@
static game_state *new_game(midend_data *me, game_params *params, char *desc)
state->completed = state->movecount = 0;
state->movetarget = params->movetarget;
state->completed = state->movecount = 0;
state->movetarget = params->movetarget;
- state->used_solve =
state->just_used_solve =
FALSE;
+ state->used_solve = FALSE;
state->last_movement_sense = 0;
return state;
state->last_movement_sense = 0;
return state;
@@
-493,7
+492,6
@@
static game_state *dup_game(game_state *state)
ret->movecount = state->movecount;
ret->movetarget = state->movetarget;
ret->used_solve = state->used_solve;
ret->movecount = state->movecount;
ret->movetarget = state->movetarget;
ret->used_solve = state->used_solve;
- ret->just_used_solve = state->just_used_solve;
ret->last_movement_sense = state->last_movement_sense;
return ret;
ret->last_movement_sense = state->last_movement_sense;
return ret;
@@
-636,7
+634,7
@@
static game_state *execute_move(game_state *from, char *move)
*/
for (i = 0; i < ret->n; i++)
ret->tiles[i] = i+1;
*/
for (i = 0; i < ret->n; i++)
ret->tiles[i] = i+1;
- ret->used_solve =
ret->just_used_solve =
TRUE;
+ ret->used_solve = TRUE;
ret->completed = ret->movecount = 1;
return ret;
ret->completed = ret->movecount = 1;
return ret;
@@
-654,7
+652,6
@@
static game_state *execute_move(game_state *from, char *move)
return NULL;
ret = dup_game(from);
return NULL;
ret = dup_game(from);
- ret->just_used_solve = FALSE; /* zero this in a hurry */
do {
tx = (cx - dx + from->w) % from->w;
do {
tx = (cx - dx + from->w) % from->w;
@@
-696,13
+693,13
@@
static void game_compute_size(game_params *params, int tilesize,
*y = TILE_SIZE * params->h + 2 * BORDER;
}
*y = TILE_SIZE * params->h + 2 * BORDER;
}
-static void game_set_size(
game_drawstate *ds, game_params *param
s,
- int tilesize)
+static void game_set_size(
drawing *dr, game_drawstate *d
s,
+
game_params *params,
int tilesize)
{
ds->tilesize = tilesize;
}
{
ds->tilesize = tilesize;
}
-static float *game_colours(frontend *fe,
game_state *state,
int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
{
float *ret = snewn(3 * NCOLOURS, float);
int i;
@@
-716,7
+713,7
@@
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
return ret;
}
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(
drawing *dr,
game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
@@
-733,18
+730,18
@@
static game_drawstate *game_new_drawstate(game_state *state)
return ds;
}
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(
drawing *dr,
game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds);
}
{
sfree(ds->tiles);
sfree(ds);
}
-static void draw_tile(
frontend *fe
, game_drawstate *ds,
+static void draw_tile(
drawing *dr
, game_drawstate *ds,
game_state *state, int x, int y,
int tile, int flash_colour)
{
if (tile == 0) {
game_state *state, int x, int y,
int tile, int flash_colour)
{
if (tile == 0) {
- draw_rect(
fe
, x, y, TILE_SIZE, TILE_SIZE,
+ draw_rect(
dr
, x, y, TILE_SIZE, TILE_SIZE,
flash_colour);
} else {
int coords[6];
flash_colour);
} else {
int coords[6];
@@
-756,25
+753,25
@@
static void draw_tile(frontend *fe, game_drawstate *ds,
coords[3] = y;
coords[4] = x;
coords[5] = y + TILE_SIZE - 1;
coords[3] = y;
coords[4] = x;
coords[5] = y + TILE_SIZE - 1;
- draw_polygon(
fe
, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
+ draw_polygon(
dr
, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
coords[0] = x;
coords[1] = y;
coords[0] = x;
coords[1] = y;
- draw_polygon(
fe
, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
+ draw_polygon(
dr
, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
- draw_rect(
fe
, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
+ draw_rect(
dr
, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
flash_colour);
sprintf(str, "%d", tile);
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
flash_colour);
sprintf(str, "%d", tile);
- draw_text(
fe
, x + TILE_SIZE/2, y + TILE_SIZE/2,
+ draw_text(
dr
, x + TILE_SIZE/2, y + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
COL_TEXT, str);
}
FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE,
COL_TEXT, str);
}
- draw_update(
fe
, x, y, TILE_SIZE, TILE_SIZE);
+ draw_update(
dr
, x, y, TILE_SIZE, TILE_SIZE);
}
}
-static void draw_arrow(
frontend *fe
, game_drawstate *ds,
+static void draw_arrow(
drawing *dr
, game_drawstate *ds,
int x, int y, int xdx, int xdy)
{
int coords[14];
int x, int y, int xdx, int xdy)
{
int coords[14];
@@
-792,10
+789,10
@@
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 */
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, COL_LOWLIGHT, COL_TEXT);
+ draw_polygon(
dr
, coords, 7, COL_LOWLIGHT, COL_TEXT);
}
}
-static void game_redraw(
frontend *fe
, game_drawstate *ds, game_state *oldstate,
+static void game_redraw(
drawing *dr
, game_drawstate *ds, game_state *oldstate,
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
@@
-810,10
+807,10
@@
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
if (!ds->started) {
int coords[10];
if (!ds->started) {
int coords[10];
- draw_rect(
fe
, 0, 0,
+ draw_rect(
dr
, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND);
- draw_update(
fe
, 0, 0,
+ draw_update(
dr
, 0, 0,
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER);
TILE_SIZE * state->w + 2 * BORDER,
TILE_SIZE * state->h + 2 * BORDER);
@@
-830,22
+827,22
@@
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
coords[6] = coords[8] + TILE_SIZE;
coords[7] = coords[9] - TILE_SIZE;
coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
coords[6] = coords[8] + TILE_SIZE;
coords[7] = coords[9] - TILE_SIZE;
- draw_polygon(
fe
, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
+ draw_polygon(
dr
, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
- draw_polygon(
fe
, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
+ draw_polygon(
dr
, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
/*
* Arrows for making moves.
*/
for (i = 0; i < state->w; i++) {
/*
* Arrows for making moves.
*/
for (i = 0; i < state->w; i++) {
- draw_arrow(
fe
, ds, COORD(i), COORD(0), +1, 0);
- draw_arrow(
fe
, ds, COORD(i+1), COORD(state->h), -1, 0);
+ draw_arrow(
dr
, ds, COORD(i), COORD(0), +1, 0);
+ draw_arrow(
dr
, ds, COORD(i+1), COORD(state->h), -1, 0);
}
for (i = 0; i < state->h; i++) {
}
for (i = 0; i < state->h; i++) {
- draw_arrow(
fe
, ds, COORD(state->w), COORD(i), 0, +1);
- draw_arrow(
fe
, ds, COORD(0), COORD(i+1), 0, -1);
+ draw_arrow(
dr
, ds, COORD(state->w), COORD(i), 0, +1);
+ draw_arrow(
dr
, ds, COORD(0), COORD(i+1), 0, -1);
}
ds->started = TRUE;
}
ds->started = TRUE;
@@
-855,7
+852,7
@@
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
* Now draw each tile.
*/
* Now draw each tile.
*/
- clip(
fe
, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
+ clip(
dr
, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h);
for (i = 0; i < state->n; i++) {
int t, t0;
for (i = 0; i < state->n; i++) {
int t, t0;
@@
-943,14
+940,14
@@
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
x2 = y2 = -1;
}
x2 = y2 = -1;
}
- draw_tile(
fe
, ds, state, x, y, t, bgcolour);
+ draw_tile(
dr
, ds, state, x, y, t, bgcolour);
if (x2 != -1 || y2 != -1)
if (x2 != -1 || y2 != -1)
- draw_tile(
fe
, ds, state, x2, y2, t, bgcolour);
+ draw_tile(
dr
, ds, state, x2, y2, t, bgcolour);
}
ds->tiles[i] = t0;
}
}
ds->tiles[i] = t0;
}
- unclip(
fe
);
+ unclip(
dr
);
ds->bgcolour = bgcolour;
ds->bgcolour = bgcolour;
@@
-979,18
+976,14
@@
static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
state->movetarget);
}
state->movetarget);
}
- status_bar(
fe
, statusbuf);
+ status_bar(
dr
, statusbuf);
}
}
static float game_anim_length(game_state *oldstate,
game_state *newstate, int dir, game_ui *ui)
{
}
}
static float game_anim_length(game_state *oldstate,
game_state *newstate, int dir, game_ui *ui)
{
- if ((dir > 0 && newstate->just_used_solve) ||
- (dir < 0 && oldstate->just_used_solve))
- return 0.0F;
- else
- return ANIM_TIME;
+ return ANIM_TIME;
}
static float game_flash_length(game_state *oldstate,
}
static float game_flash_length(game_state *oldstate,
@@
-1003,14
+996,17
@@
static float game_flash_length(game_state *oldstate,
return 0.0F;
}
return 0.0F;
}
-static int game_
wants_statusbar(void
)
+static int game_
timing_state(game_state *state, game_ui *ui
)
{
return TRUE;
}
{
return TRUE;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
{
{
- return TRUE;
}
#ifdef COMBINED
}
#ifdef COMBINED
@@
-1018,7
+1014,7
@@
static int game_timing_state(game_state *state, game_ui *ui)
#endif
const struct game thegame = {
#endif
const struct game thegame = {
- "Sixteen", "games.sixteen",
+ "Sixteen", "games.sixteen",
"sixteen",
default_params,
game_fetch_preset,
decode_params,
default_params,
game_fetch_preset,
decode_params,
@@
-1048,7
+1044,8
@@
const struct game thegame = {
game_redraw,
game_anim_length,
game_flash_length,
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
FALSE, game_timing_state,
FALSE, game_timing_state,
- 0, /*
mouse_prioritie
s */
+ 0, /*
flag
s */
};
};