Fix GTK casts to restore correct compilation on GTK 2.0 after r6022.
[sgt/puzzles] / twiddle.c
index 6434c64..8000780 100644 (file)
--- a/twiddle.c
+++ b/twiddle.c
 
 #include "puzzles.h"
 
-#define TILE_SIZE 48
+#define PREFERRED_TILE_SIZE 48
+#define TILE_SIZE (ds->tilesize)
 #define BORDER    (TILE_SIZE / 2)
 #define HIGHLIGHT_WIDTH (TILE_SIZE / 20)
 #define COORD(x)  ( (x) * TILE_SIZE + BORDER )
 #define FROMCOORD(x)  ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
 
-#define PI 3.141592653589793238462643383279502884197169399
-
 #define ANIM_PER_RADIUS_UNIT 0.13F
 #define FLASH_FRAME 0.13F
 
@@ -262,12 +261,12 @@ static void do_rotate(int *grid, int w, int h, int n, int orientable,
        for (j = 0; j < n/2; j++) {
            int k;
            int g[4];
-           int p[4] = {
-               j*w+i,
-               i*w+(n-j-1),
-               (n-j-1)*w+(n-i-1),
-               (n-i-1)*w+j
-           };
+           int p[4];
+            
+            p[0] = j*w+i;
+            p[1] = i*w+(n-j-1);
+            p[2] = (n-j-1)*w+(n-i-1);
+            p[3] = (n-i-1)*w+j;
 
            for (k = 0; k < 4; k++)
                g[k] = grid[p[k]];
@@ -308,7 +307,7 @@ static int grid_complete(int *grid, int wh, int orientable)
 }
 
 static char *new_game_desc(game_params *params, random_state *rs,
-                          game_aux_info **aux)
+                          game_aux_info **aux, int interactive)
 {
     int *grid;
     int w = params->w, h = params->h, n = params->n, wh = w*h;
@@ -333,38 +332,76 @@ static char *new_game_desc(game_params *params, random_state *rs,
      */
     total_moves = params->movetarget;
     if (!total_moves)
+        /* Add a random move to avoid parity issues. */
         total_moves = w*h*n*n*2 + random_upto(rs, 2);
 
     do {
-        int oldx = -1, oldy = -1, oldr = -1;
+        int *prevmoves;
+        int rw, rh;                    /* w/h of rotation centre space */
+
+        rw = w - n + 1;
+        rh = h - n + 1;
+        prevmoves = snewn(rw * rh, int);
+        for (i = 0; i < rw * rh; i++)
+            prevmoves[i] = 0;
 
         for (i = 0; i < total_moves; i++) {
-            int x, y, r;
+            int x, y, r, oldtotal, newtotal, dx, dy;
 
             do {
                 x = random_upto(rs, w - n + 1);
                 y = random_upto(rs, h - n + 1);
-                r = 1 + 2 * random_upto(rs, 2);
-            } while (x == oldx && y == oldy && (oldr == 0 || r == oldr));
-
-            do_rotate(grid, w, h, n, params->orientable,
-                      x, y, r);
+                r = 2 * random_upto(rs, 2) - 1;
+
+                /*
+                 * See if any previous rotations has happened at
+                 * this point which nothing has overlapped since.
+                 * If so, ensure we haven't either undone a
+                 * previous move or repeated one so many times that
+                 * it turns into fewer moves in the inverse
+                 * direction (i.e. three identical rotations).
+                 */
+                oldtotal = prevmoves[y*rw+x];
+                newtotal = oldtotal + r;
+                
+                /*
+                 * Special case here for w==h==n, in which case
+                 * there is actually no way to _avoid_ all moves
+                 * repeating or undoing previous ones.
+                 */
+            } while ((w != n || h != n) &&
+                     (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2));
+
+            do_rotate(grid, w, h, n, params->orientable, x, y, r);
 
             /*
-             * Prevent immediate reversal of a previous move, or
-             * execution of three consecutive identical moves
-             * adding up to a single inverse move. One exception is
-             * when we only _have_ one x,y setting.
+             * Log the rotation we've just performed at this point,
+             * for inversion detection in the next move.
+             * 
+             * Also zero a section of the prevmoves array, because
+             * any rotation area which _overlaps_ this one is now
+             * entirely safe to perform further moves in.
+             * 
+             * Two rotation areas overlap if their top left
+             * coordinates differ by strictly less than n in both
+             * directions
              */
-            if (w != n || h != n) {
-                if (oldx == x && oldy == y)
-                    oldr = 0;          /* now avoid _any_ move in this x,y */
-                else
-                    oldr = -r & 3;     /* only prohibit the exact inverse */
-                oldx = x;
-                oldy = y;
+            prevmoves[y*rw+x] += r;
+            for (dy = -n+1; dy <= n-1; dy++) {
+                if (y + dy < 0 || y + dy >= rh)
+                    continue;
+                for (dx = -n+1; dx <= n-1; dx++) {
+                    if (x + dx < 0 || x + dx >= rw)
+                        continue;
+                    if (dx == 0 && dy == 0)
+                        continue;
+                    prevmoves[(y+dy)*rw+(x+dx)] = 0;
+                }
             }
         }
+
+        sfree(prevmoves);
+
     } while (grid_complete(grid, wh, params->orientable));
 
     /*
@@ -380,7 +417,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
         int k;
 
         k = sprintf(buf, "%d%c", grid[i] / 4,
-                   params->orientable ? "uldr"[grid[i] & 3] : ',');
+                   (char)(params->orientable ? "uldr"[grid[i] & 3] : ','));
 
         ret = sresize(ret, retlen + k + 1, char);
         strcpy(ret + retlen, buf);
@@ -509,8 +546,8 @@ static int compare_int(const void *av, const void *bv)
        return 0;
 }
 
-static game_state *solve_game(game_state *state, game_aux_info *aux,
-                             char **error)
+static game_state *solve_game(game_state *state, game_state *currstate,
+                             game_aux_info *aux, char **error)
 {
     game_state *ret = dup_game(state);
     int i;
@@ -587,8 +624,20 @@ static void free_ui(game_ui *ui)
 {
 }
 
-static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
-                            int button)
+static void game_changed_state(game_ui *ui, game_state *oldstate,
+                               game_state *newstate)
+{
+}
+
+struct game_drawstate {
+    int started;
+    int w, h, bgcolour;
+    int *grid;
+    int tilesize;
+};
+
+static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
+                             int x, int y, int button)
 {
     int w = from->w, h = from->h, n = from->n, wh = w*h;
     game_state *ret;
@@ -672,14 +721,23 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
  * Drawing routines.
  */
 
-struct game_drawstate {
-    int started;
-    int w, h, bgcolour;
-    int *grid;
-};
-
-static void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, game_drawstate *ds,
+                      int *x, int *y, int expand)
 {
+    int 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);
+    ts = min(tsx, tsy);
+    if (expand)
+        ds->tilesize = ts;
+    else
+        ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+
     *x = TILE_SIZE * params->w + 2 * BORDER;
     *y = TILE_SIZE * params->h + 2 * BORDER;
 }
@@ -727,6 +785,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
     ds->h = state->h;
     ds->bgcolour = COL_BACKGROUND;
     ds->grid = snewn(ds->w*ds->h, int);
+    ds->tilesize = 0;                  /* haven't decided yet */
     for (i = 0; i < ds->w*ds->h; i++)
         ds->grid[i] = -1;
 
@@ -735,6 +794,7 @@ static game_drawstate *game_new_drawstate(game_state *state)
 
 static void game_free_drawstate(game_drawstate *ds)
 {
+    sfree(ds->grid);
     sfree(ds);
 }
 
@@ -759,8 +819,9 @@ static void rotate(int *xy, struct rotation *rot)
     }
 }
 
-static void draw_tile(frontend *fe, game_state *state, int x, int y,
-                      int tile, int flash_colour, struct rotation *rot)
+static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
+                      int x, int y, int tile, int flash_colour,
+                      struct rotation *rot)
 {
     int coords[8];
     char str[40];
@@ -976,7 +1037,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         bgcolour = COL_BACKGROUND;
 
     if (!ds->started) {
-        int coords[6];
+        int coords[10];
 
        draw_rect(fe, 0, 0,
                  TILE_SIZE * state->w + 2 * BORDER,
@@ -992,15 +1053,19 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
         coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1;
         coords[3] = COORD(0) - HIGHLIGHT_WIDTH;
-        coords[4] = COORD(0) - HIGHLIGHT_WIDTH;
-        coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
-        draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT);
-        draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT);
+        coords[4] = coords[2] - TILE_SIZE;
+        coords[5] = coords[3] + TILE_SIZE;
+        coords[8] = COORD(0) - HIGHLIGHT_WIDTH;
+        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, TRUE, COL_HIGHLIGHT);
+        draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
 
         coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
         coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
-        draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT);
-        draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT);
+        draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
+        draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
 
         ds->started = TRUE;
     }
@@ -1071,7 +1136,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
            ds->grid[i] != t || ds->grid[i] == -1 || t == -1) {
            int x = COORD(tx), y = COORD(ty);
 
-           draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot);
+           draw_tile(fe, ds, state, x, y, state->grid[i], bgcolour, rot);
             ds->grid[i] = t;
         }
     }
@@ -1111,6 +1176,11 @@ static int game_wants_statusbar(void)
     return TRUE;
 }
 
+static int game_timing_state(game_state *state)
+{
+    return TRUE;
+}
+
 #ifdef COMBINED
 #define thegame twiddle
 #endif
@@ -1135,6 +1205,7 @@ const struct game thegame = {
     TRUE, game_text_format,
     new_ui,
     free_ui,
+    game_changed_state,
     make_move,
     game_size,
     game_colours,
@@ -1144,4 +1215,6 @@ const struct game thegame = {
     game_anim_length,
     game_flash_length,
     game_wants_statusbar,
+    FALSE, game_timing_state,
+    0,                                /* mouse_priorities */
 };