enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT };
-#define PREFERRED_GRID_SCALE 48.0F
+#define PREFERRED_GRID_SCALE 48
#define GRID_SCALE (ds->gridscale)
#define ROLLTIME 0.13F
default: break;
}
ret->d1 = ret->d2 = atoi(string);
- while (*string && isdigit(*string)) string++;
+ while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
ret->d2 = atoi(string);
classes[thisclass]++;
}
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
{
int classes[5];
int i;
return NULL;
}
-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 area;
return NULL;
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
return NULL;
{
}
-char *encode_ui(game_ui *ui)
+static char *encode_ui(game_ui *ui)
{
return NULL;
}
-void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, char *encoding)
{
}
int cx, cy;
double angle;
- cx = state->squares[state->current].x * GRID_SCALE + ds->ox;
- cy = state->squares[state->current].y * GRID_SCALE + ds->oy;
+ cx = (int)(state->squares[state->current].x * GRID_SCALE) + ds->ox;
+ cy = (int)(state->squares[state->current].y * GRID_SCALE) + ds->oy;
if (x == cx && y == cy)
return NULL; /* clicked in exact centre! */
return bb;
}
-#define XSIZE(bb, solid) \
- ((int)(((bb).r - (bb).l + 2*(solid)->border) * GRID_SCALE))
-#define YSIZE(bb, solid) \
- ((int)(((bb).d - (bb).u + 2*(solid)->border) * GRID_SCALE))
+#define XSIZE(gs, bb, solid) \
+ ((int)(((bb).r - (bb).l + 2*(solid)->border) * gs))
+#define YSIZE(gs, bb, solid) \
+ ((int)(((bb).d - (bb).u + 2*(solid)->border) * gs))
-static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
- int expand)
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
{
struct bbox bb = find_bbox(params);
- float gsx, gsy, gs;
- gsx = *x / (bb.r - bb.l + 2*solids[params->solid]->border);
- gsy = *y / (bb.d - bb.u + 2*solids[params->solid]->border);
- gs = min(gsx, gsy);
-
- if (expand)
- ds->gridscale = gs;
- else
- ds->gridscale = min(gs, PREFERRED_GRID_SCALE);
+ *x = XSIZE(tilesize, bb, solids[params->solid]);
+ *y = YSIZE(tilesize, bb, solids[params->solid]);
+}
- ds->ox = (int)(-(bb.l - solids[params->solid]->border) * GRID_SCALE);
- ds->oy = (int)(-(bb.u - solids[params->solid]->border) * GRID_SCALE);
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ game_params *params, int tilesize)
+{
+ struct bbox bb = find_bbox(params);
- *x = XSIZE(bb, solids[params->solid]);
- *y = YSIZE(bb, solids[params->solid]);
+ ds->gridscale = (float)tilesize;
+ ds->ox = (int)(-(bb.l - solids[params->solid]->border) * ds->gridscale);
+ ds->oy = (int)(-(bb.u - solids[params->solid]->border) * ds->gridscale);
}
-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);
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);
- ds->ox = ds->oy = ds->gridscale = 0.0F;/* not decided yet */
+ ds->ox = ds->oy = 0;
+ ds->gridscale = 0.0F; /* not decided yet */
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds);
}
-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 *newstate;
int square;
- draw_rect(fe, 0, 0, XSIZE(bb, state->solid), YSIZE(bb, state->solid),
- COL_BACKGROUND);
+ draw_rect(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
+ YSIZE(GRID_SCALE, bb, state->solid), COL_BACKGROUND);
if (dir < 0) {
game_state *t;
+ ds->oy);
}
- draw_polygon(fe, coords, state->squares[i].npoints, TRUE,
- state->squares[i].blue ? COL_BLUE : COL_BACKGROUND);
- draw_polygon(fe, coords, state->squares[i].npoints, FALSE, COL_BORDER);
+ draw_polygon(dr, coords, state->squares[i].npoints,
+ state->squares[i].blue ? COL_BLUE : COL_BACKGROUND,
+ COL_BORDER);
}
/*
continue;
}
- draw_polygon(fe, coords, poly->order, TRUE,
- state->facecolours[i] ? COL_BLUE : COL_BACKGROUND);
- draw_polygon(fe, coords, poly->order, FALSE, COL_BORDER);
+ draw_polygon(dr, coords, poly->order,
+ state->facecolours[i] ? COL_BLUE : COL_BACKGROUND,
+ COL_BORDER);
}
sfree(poly);
- draw_update(fe, 0, 0, XSIZE(bb, state->solid), YSIZE(bb, state->solid));
+ draw_update(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
+ YSIZE(GRID_SCALE, bb, state->solid));
/*
* Update the status bar.
(state->completed ? "COMPLETED! " : ""),
(state->completed ? state->completed : state->movecount));
- status_bar(fe, statusbuf);
+ status_bar(dr, statusbuf);
}
}
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
}
-static int game_timing_state(game_state *state)
+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
#endif
const struct game thegame = {
- "Cube", "games.cube",
+ "Cube", "games.cube", "cube",
default_params,
game_fetch_preset,
decode_params,
dup_game,
free_game,
FALSE, solve_game,
- FALSE, game_text_format,
+ FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_changed_state,
interpret_move,
execute_move,
- game_size,
+ PREFERRED_GRID_SCALE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
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,
- 0, /* mouse_priorities */
+ 0, /* flags */
};