Fix problems with arrow UI with non-square grid.
[sgt/puzzles] / map.c
diff --git a/map.c b/map.c
index 6ed9e14..da3c4ba 100644 (file)
--- a/map.c
+++ b/map.c
@@ -100,8 +100,13 @@ static game_params *default_params(void)
 {
     game_params *ret = snew(game_params);
 
+#ifdef PORTRAIT_SCREEN
+    ret->w = 16;
+    ret->h = 18;
+#else
     ret->w = 20;
     ret->h = 15;
+#endif
     ret->n = 30;
     ret->diff = DIFF_NORMAL;
 
@@ -109,12 +114,21 @@ static game_params *default_params(void)
 }
 
 static const struct game_params map_presets[] = {
+#ifdef PORTRAIT_SCREEN
+    {16, 18, 30, DIFF_EASY},
+    {16, 18, 30, DIFF_NORMAL},
+    {16, 18, 30, DIFF_HARD},
+    {16, 18, 30, DIFF_RECURSE},
+    {25, 30, 75, DIFF_NORMAL},
+    {25, 30, 75, DIFF_HARD},
+#else
     {20, 15, 30, DIFF_EASY},
     {20, 15, 30, DIFF_NORMAL},
     {20, 15, 30, DIFF_HARD},
     {20, 15, 30, DIFF_RECURSE},
     {30, 25, 75, DIFF_NORMAL},
     {30, 25, 75, DIFF_HARD},
+#endif
 };
 
 static int game_fetch_preset(int i, char **name, game_params **params)
@@ -1695,8 +1709,7 @@ static char *parse_edge_list(game_params *params, char **desc, int *map)
     int i, k, pos, state;
     char *p = *desc;
 
-    for (i = 0; i < wh; i++)
-       map[wh+i] = i;
+    dsf_init(map+wh, wh);
 
     pos = -1;
     state = 0;
@@ -1868,7 +1881,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
      * outlines by the judicious use of diagonally divided squares.
      */
     {
-        random_state *rs = random_init(desc, strlen(desc));
+        random_state *rs = random_new(desc, strlen(desc));
         int *squares = snewn(wh, int);
         int done_something;
 
@@ -2169,6 +2182,7 @@ static void free_game(game_state *state)
        sfree(state->map->regiony);
        sfree(state->map);
     }
+    sfree(state->pencil);
     sfree(state->colouring);
     sfree(state);
 }
@@ -2239,7 +2253,15 @@ static char *game_text_format(game_state *state)
 }
 
 struct game_ui {
-    int drag_colour;                   /* -1 means no drag active */
+    /*
+     * drag_colour:
+     * 
+     *  - -2 means no drag currently active.
+     *  - >=0 means we're dragging a solid colour.
+     *         - -1 means we're dragging a blank space, and drag_pencil
+     *           might or might not add some pencil-mark stipples to that.
+     */
+    int drag_colour;
     int drag_pencil;
     int dragx, dragy;
     int show_numbers;
@@ -2504,22 +2526,29 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
 {
     ds->tilesize = tilesize;
 
-    if (ds->bl)
-        blitter_free(dr, ds->bl);
+    assert(!ds->bl);                   /* set_size is never called twice */
     ds->bl = blitter_new(dr, TILESIZE+3, TILESIZE+3);
 }
 
 const float map_colours[FOUR][3] = {
+#ifdef VIVID_COLOURS
+    /* Use more vivid colours (e.g. on the Pocket PC) */
+    {0.75F, 0.25F, 0.25F},
+    {0.3F,  0.7F,  0.3F},
+    {0.3F,  0.3F,  0.7F},
+    {0.85F, 0.85F, 0.1F},
+#else
     {0.7F, 0.5F, 0.4F},
     {0.8F, 0.7F, 0.4F},
     {0.5F, 0.6F, 0.4F},
     {0.55F, 0.45F, 0.35F},
+#endif
 };
 const int map_hatching[FOUR] = {
     HATCH_VERT, HATCH_SLASH, HATCH_HORIZ, HATCH_BACKSLASH
 };
 
-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);
 
@@ -2606,11 +2635,11 @@ static void draw_error(drawing *dr, game_drawstate *ds, int x, int y)
 
 static void draw_square(drawing *dr, game_drawstate *ds,
                        game_params *params, struct map *map,
-                       int x, int y, int v)
+                       int x, int y, unsigned long v)
 {
     int w = params->w, h = params->h, wh = w*h;
-    int tv, bv, xo, yo, errs, pencil, i, j, oldj;
-    int show_numbers;
+    int tv, bv, xo, yo, i, j, oldj;
+    unsigned long errs, pencil, show_numbers;
 
     errs = v & ERR_MASK;
     v &= ~ERR_MASK;
@@ -2679,7 +2708,7 @@ static void draw_square(drawing *dr, game_drawstate *ds,
 
            draw_circle(dr, COORD(x) + (xo+1)*TILESIZE/5,
                        COORD(y) + (yo+1)*TILESIZE/5,
-                       TILESIZE/8, COL_0 + c, COL_0 + c);
+                       TILESIZE/7, COL_0 + c, COL_0 + c);
        }
 
     /*
@@ -2781,7 +2810,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
        for (x = 0; x < w; x++) {
            int tv = state->colouring[state->map->map[TE * wh + y*w+x]];
            int bv = state->colouring[state->map->map[BE * wh + y*w+x]];
-            int v;
+            unsigned long v;
 
            if (tv < 0)
                tv = FOUR;
@@ -2864,7 +2893,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
      */
     for (y = 0; y < h; y++)
        for (x = 0; x < w; x++) {
-           int v = ds->todraw[y*w+x];
+           unsigned long v = ds->todraw[y*w+x];
            if (ds->drawn[y*w+x] != v) {
                draw_square(dr, ds, &state->p, state->map, x, y, v);
                ds->drawn[y*w+x] = v;
@@ -2915,11 +2944,6 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
        return 0.0F;
 }
 
-static int game_wants_statusbar(void)
-{
-    return FALSE;
-}
-
 static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
@@ -2948,6 +2972,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
 
     /* Ick: fake up `ds->tilesize' for macro expansion purposes */
     struct { int tilesize; } ads, *ds = &ads;
+    /* We can't call game_set_size() here because we don't want a blitter */
     ads.tilesize = tilesize;
 
     ink = print_mono_colour(dr, 0);
@@ -3081,7 +3106,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
 #endif
 
 const struct game thegame = {
-    "Map", "games.map",
+    "Map", "games.map", "map",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -3112,9 +3137,9 @@ const struct game thegame = {
     game_anim_length,
     game_flash_length,
     TRUE, TRUE, game_print_size, game_print,
-    game_wants_statusbar,
+    FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,
-    0,                                /* mouse_priorities */
+    0,                                /* flags */
 };
 
 #ifdef STANDALONE_SOLVER