static unsigned char verbose;
static void printv(char *fmt, ...) {
+#ifndef PALM
if (verbose) {
va_list va;
va_start(va, fmt);
vprintf(fmt, va);
va_end(va);
}
+#endif
}
/*****************************************************************************
int completed, cheated;
};
-static const struct game_params defaults[3] = {{7, 9}, {9, 13}, {13, 17}};
+static const struct game_params filling_defaults[3] = {{7, 9}, {9, 13}, {13, 17}};
static game_params *default_params(void)
{
game_params *ret = snew(game_params);
- *ret = defaults[1]; /* struct copy */
+ *ret = filling_defaults[1]; /* struct copy */
return ret;
}
{
char buf[64];
- if (i < 0 || i >= lenof(defaults)) return FALSE;
+ if (i < 0 || i >= lenof(filling_defaults)) return FALSE;
*params = snew(game_params);
- **params = defaults[i]; /* struct copy */
- sprintf(buf, "%dx%d", defaults[i].h, defaults[i].w);
+ **params = filling_defaults[i]; /* struct copy */
+ sprintf(buf, "%dx%d", filling_defaults[i].h, filling_defaults[i].w);
*name = dupstr(buf);
return TRUE;
return repr;
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
const int w = state->shared->params.w;
/* I abuse the board variable: when generating the puzzle, it
* contains a shuffled list of numbers {0, ..., nsq-1}. */
- for (i = 0; i < sz; ++i) board[i] = i;
+ for (i = 0; i < (int)sz; ++i) board[i] = i;
while (1) {
int change;
/* while the board can in principle be fixed */
do {
change = FALSE;
- for (i = 0; i < sz; ++i) {
+ for (i = 0; i < (int)sz; ++i) {
int a = SENTINEL;
int b = SENTINEL;
int c = SENTINEL;
}
} while (change);
- for (i = 0; i < sz; ++i) board[i] = dsf_size(dsf, i);
+ for (i = 0; i < (int)sz; ++i) board[i] = dsf_size(dsf, i);
sfree(dsf);
printv("returning board number %d\n", nboards);
struct game_ui {
int *sel; /* w*h highlighted squares, or NULL */
+ int cur_x, cur_y, cur_visible;
};
static game_ui *new_ui(game_state *state)
game_ui *ui = snew(game_ui);
ui->sel = NULL;
+ ui->cur_x = ui->cur_y = ui->cur_visible = 0;
return ui;
}
if (!state->shared->clues[w*ty+tx])
ui->sel[w*ty+tx] = 1;
}
+ ui->cur_visible = 0;
return ""; /* redraw */
}
- if (!ui->sel) return NULL;
+ if (IS_CURSOR_MOVE(button)) {
+ ui->cur_visible = 1;
+ move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, 0);
+ return "";
+ }
+ if (IS_CURSOR_SELECT(button)) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
+ if (!ui->sel) {
+ ui->sel = snewn(w*h, int);
+ memset(ui->sel, 0, w*h*sizeof(int));
+ }
+ if (state->shared->clues[w*ui->cur_y + ui->cur_x] == 0)
+ ui->sel[w*ui->cur_y + ui->cur_x] ^= 1;
+ return "";
+ }
switch (button) {
case ' ':
case '\r':
case '\n':
case '\b':
- case '\177':
button = 0;
break;
default:
for (i = 0; i < w*h; i++) {
char buf[32];
- if (ui->sel[i]) {
- assert(state->shared->clues[i] == 0);
+ if ((ui->sel && ui->sel[i]) ||
+ (!ui->sel && ui->cur_visible && (w*ui->cur_y+ui->cur_x) == i)) {
+ if (state->shared->clues[i] != 0) continue; /* in case cursor is on clue */
if (state->board[i] != button) {
sprintf(buf, "%s%d", move ? "," : "", i);
if (move) {
move = srealloc(move, strlen(move)+strlen(buf)+1);
strcat(move, buf);
}
+ if (!ui->sel) return move ? move : NULL;
sfree(ui->sel);
ui->sel = NULL;
/* Need to update UI at least, as we cleared the selection */
static game_state *execute_move(game_state *state, char *move)
{
- game_state *new_state;
+ game_state *new_state = NULL;
const int sz = state->shared->params.w * state->shared->params.h;
if (*move == 's') {
} else {
int value;
char *endptr, *delim = strchr(move, '_');
- if (!delim) return NULL;
+ if (!delim) goto err;
value = strtol(delim+1, &endptr, 0);
- if (*endptr || endptr == delim+1) return NULL;
- if (value < 0 || value > 9) return NULL;
+ if (*endptr || endptr == delim+1) goto err;
+ if (value < 0 || value > 9) goto err;
new_state = dup_game(state);
while (*move) {
const int i = strtol(move, &endptr, 0);
- if (endptr == move) return NULL;
- if (i < 0 || i >= sz) return NULL;
+ if (endptr == move) goto err;
+ if (i < 0 || i >= sz) goto err;
new_state->board[i] = value;
if (*endptr == '_') break;
- if (*endptr != ',') return NULL;
+ if (*endptr != ',') goto err;
move = endptr + 1;
}
}
}
return new_state;
+
+err:
+ if (new_state) free_game(new_state);
+ return NULL;
}
/* ----------------------------------------------------------------------
COL_CORRECT,
COL_ERROR,
COL_USER,
+ COL_CURSOR,
NCOLOURS
};
ret[COL_CORRECT * 3 + 1] = 0.9F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_CORRECT * 3 + 2] = 0.9F * ret[COL_BACKGROUND * 3 + 2];
+ ret[COL_CURSOR * 3 + 0] = 0.5F * ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_CURSOR * 3 + 1] = 0.5F * ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_CURSOR * 3 + 2] = 0.5F * ret[COL_BACKGROUND * 3 + 2];
+
ret[COL_ERROR * 3 + 0] = 1.0F;
ret[COL_ERROR * 3 + 1] = 0.85F * ret[COL_BACKGROUND * 3 + 1];
ret[COL_ERROR * 3 + 2] = 0.85F * ret[COL_BACKGROUND * 3 + 2];
#define BORDER_DR 0x020
#define BORDER_UL 0x040
#define BORDER_DL 0x080
-#define CURSOR_BG 0x100
+#define HIGH_BG 0x100
#define CORRECT_BG 0x200
#define ERROR_BG 0x400
#define USER_COL 0x800
+#define CURSOR_SQ 0x1000
static void draw_square(drawing *dr, game_drawstate *ds, int x, int y,
int n, int flags)
BORDER + y*TILE_SIZE,
TILE_SIZE,
TILE_SIZE,
- (flags & CURSOR_BG ? COL_HIGHLIGHT :
+ (flags & HIGH_BG ? COL_HIGHLIGHT :
flags & ERROR_BG ? COL_ERROR :
flags & CORRECT_BG ? COL_CORRECT : COL_BACKGROUND));
BORDER_WIDTH,
COL_GRID);
+ if (flags & CURSOR_SQ) {
+ int coff = TILE_SIZE/8;
+ draw_rect_outline(dr,
+ BORDER + x*TILE_SIZE + coff,
+ BORDER + y*TILE_SIZE + coff,
+ TILE_SIZE - coff*2,
+ TILE_SIZE - coff*2,
+ COL_CURSOR);
+ }
+
unclip(dr);
draw_update(dr,
if (flashy || !shading) {
/* clear all background flags */
- } else if (ui->sel && ui->sel[y*w+x]) {
- flags |= CURSOR_BG;
+ } else if (ui && ui->sel && ui->sel[y*w+x]) {
+ flags |= HIGH_BG;
} else if (v) {
int size = dsf_size(ds->dsf_scratch, y*w+x);
if (size == v)
else if (size > v)
flags |= ERROR_BG;
}
+ if (ui && ui->cur_visible && x == ui->cur_x && y == ui->cur_y)
+ flags |= CURSOR_SQ;
/*
* Borders at the very edges of the grid are
* I'll use 6mm squares by default.
*/
game_compute_size(params, 600, &pw, &ph);
- *x = pw / 100.0;
- *y = ph / 100.0;
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
}
static void game_print(drawing *dr, game_state *state, int tilesize)
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,
}
#endif
+
+/* vim: set shiftwidth=4 tabstop=8: */