Sync with website
[sgt/puzzles] / samegame.c
index c066258..4bb535d 100644 (file)
@@ -209,7 +209,7 @@ static game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
 {
     if (params->w < 1 || params->h < 1)
        return "Width and height must both be positive";
@@ -240,7 +240,7 @@ static char *validate_params(game_params *params)
  */
 
 static char *new_game_desc(game_params *params, random_state *rs,
-                          game_aux_info **aux, int interactive)
+                          char **aux, int interactive)
 {
     char *ret;
     int n, i, j, c, retlen, *tiles;
@@ -282,11 +282,6 @@ static char *new_game_desc(game_params *params, random_state *rs,
     return ret;
 }
 
-static void game_free_aux_info(game_aux_info *aux)
-{
-    assert(!"Shouldn't happen");
-}
-
 static char *validate_desc(game_params *params, char *desc)
 {
     int area = params->w * params->h, i;
@@ -296,9 +291,9 @@ static char *validate_desc(game_params *params, char *desc)
        char *q = p;
        int n;
 
-       if (!isdigit(*p))
+       if (!isdigit((unsigned char)*p))
            return "Not enough numbers in string";
-       while (isdigit(*p)) p++;
+       while (isdigit((unsigned char)*p)) p++;
 
        if (i < area-1 && *p != ',')
            return "Expected comma after number";
@@ -355,8 +350,8 @@ static void free_game(game_state *state)
     sfree(state);
 }
 
-static game_state *solve_game(game_state *state, game_state *currstate,
-                             game_aux_info *aux, char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+                       char *aux, char **error)
 {
     return NULL;
 }
@@ -411,6 +406,15 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
+static char *encode_ui(game_ui *ui)
+{
+    return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
 static void sel_clear(game_ui *ui, game_state *state)
 {
     int i;
@@ -425,22 +429,47 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
                                game_state *newstate)
 {
     sel_clear(ui, newstate);
+
+    /*
+     * If the game state has just changed into an unplayable one
+     * (either completed or impossible), we vanish the keyboard-
+     * control cursor.
+     */
+    if (newstate->complete || newstate->impossible)
+       ui->displaysel = 0;
 }
 
-static void sel_remove(game_ui *ui, game_state *state)
+static char *sel_movedesc(game_ui *ui, game_state *state)
 {
-    int i, nremoved = 0;
+    int i;
+    char *ret, *sep, buf[80];
+    int retlen, retsize;
 
-    state->score += npoints(&state->params, ui->nselected);
+    retsize = 256;
+    ret = snewn(retsize, char);
+    retlen = 0;
+    ret[retlen++] = 'M';
+    sep = "";
 
     for (i = 0; i < state->n; i++) {
        if (ui->tiles[i] & TILE_SELECTED) {
-           nremoved++;
-           state->tiles[i] = 0;
+           sprintf(buf, "%s%d", sep, i);
+           sep = ",";
+           if (retlen + strlen(buf) >= retsize) {
+               retsize = retlen + strlen(buf) + 256;
+               ret = sresize(ret, retsize, char);
+           }
+           strcpy(ret + retlen, buf);
+           retlen += strlen(buf);
+
            ui->tiles[i] &= ~TILE_SELECTED;
        }
     }
     ui->nselected = 0;
+
+    assert(retlen < retsize);
+    ret[retlen++] = '\0';
+    return sresize(ret, retlen, char);
 }
 
 static void sel_expand(game_ui *ui, game_state *state, int tx, int ty)
@@ -567,11 +596,11 @@ struct game_drawstate {
     int *tiles; /* contains colour and SELECTED. */
 };
 
-static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
-                             int x, int y, int button)
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+                           int x, int y, int button)
 {
     int tx, ty;
-    game_state *ret = from;
+    char *ret = "";
 
     ui->displaysel = 0;
 
@@ -583,8 +612,8 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
        ui->displaysel = 1;
        dx = (button == CURSOR_LEFT) ? -1 : ((button == CURSOR_RIGHT) ? +1 : 0);
        dy = (button == CURSOR_DOWN) ? +1 : ((button == CURSOR_UP)    ? -1 : 0);
-       ui->xsel = (ui->xsel + from->params.w + dx) % from->params.w;
-       ui->ysel = (ui->ysel + from->params.h + dy) % from->params.h;
+       ui->xsel = (ui->xsel + state->params.w + dx) % state->params.w;
+       ui->ysel = (ui->ysel + state->params.h + dy) % state->params.h;
        return ret;
     } else if (button == CURSOR_SELECT || button == ' ' || button == '\r' ||
               button == '\n') {
@@ -594,64 +623,74 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
     } else
        return NULL;
 
-    if (tx < 0 || tx >= from->params.w || ty < 0 || ty >= from->params.h)
+    if (tx < 0 || tx >= state->params.w || ty < 0 || ty >= state->params.h)
        return NULL;
-    if (COL(from, tx, ty) == 0) return NULL;
+    if (COL(state, tx, ty) == 0) return NULL;
 
     if (ISSEL(ui,tx,ty)) {
        if (button == RIGHT_BUTTON)
-           sel_clear(ui, from);
-       else {
-           /* this is the actual move. */
-           ret = dup_game(from);
-           sel_remove(ui, ret);
-           sg_snuggle(ret); /* shifts blanks down and to the left */
-           sg_check(ret);   /* checks for completeness or impossibility */
-       }
+           sel_clear(ui, state);
+       else
+           ret = sel_movedesc(ui, state);
     } else {
-       sel_clear(ui, from); /* might be no-op */
-       sel_expand(ui, from, tx, ty);
+       sel_clear(ui, state); /* might be no-op */
+       sel_expand(ui, state, tx, ty);
     }
-    if (ret->complete || ret->impossible)
-       ui->displaysel = 0;
 
     return ret;
 }
 
+static game_state *execute_move(game_state *from, char *move)
+{
+    int i, n;
+    game_state *ret;
+
+    if (move[0] == 'M') {
+       ret = dup_game(from);
+
+       n = 0;
+       move++;
+
+       while (*move) {
+           i = atoi(move);
+           if (i < 0 || i >= ret->n) {
+               free_game(ret);
+               return NULL;
+           }
+           n++;
+           ret->tiles[i] = 0;
+
+           while (*move && isdigit((unsigned char)*move)) move++;
+           if (*move == ',') move++;
+       }
+
+       ret->score += npoints(&ret->params, n);
+
+       sg_snuggle(ret); /* shifts blanks down and to the left */
+       sg_check(ret);   /* checks for completeness or impossibility */
+
+       return ret;
+    } else
+       return NULL;                   /* couldn't parse move string */
+}
+
 /* ----------------------------------------------------------------------
  * Drawing routines.
  */
 
-static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
-                      int expand)
+static void game_set_size(game_drawstate *ds, game_params *params,
+                         int tilesize)
 {
-    int tsx, tsy, ts;
-
-    /*
-     * We could choose the tile gap dynamically as well if we
-     * wanted to; for example, at low tile sizes it might be
-     * sensible to leave it out completely. However, for the moment
-     * and for the sake of simplicity I'm just going to fix it at
-     * 2.
-     */
     ds->tilegap = 2;
+    ds->tileinner = tilesize - ds->tilegap;
+}
 
-    /*
-     * Each window dimension equals the tile size (inner plus gap)
-     * times the grid dimension, plus another tile size (border is
-     * half the width of a tile), minus one tile gap.
-     * 
-     * We must cast to unsigned before adding to *x and *y, since
-     * they might be INT_MAX!
-     */
-    tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1);
-    tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1);
-
-    ts = min(tsx, tsy);
-    if (expand)
-        ds->tileinner = ts - ds->tilegap;
-    else
-        ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - ds->tilegap;
+static void game_compute_size(game_params *params, int tilesize,
+                             int *x, int *y)
+{
+    /* Ick: fake up tile size variables for macro expansion purposes */
+    game_drawstate ads, *ds = &ads;
+    game_set_size(ds, params, tilesize);
 
     *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
     *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
@@ -819,13 +858,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
        coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
        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);
+       draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
 
        coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
        coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
-       draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
-       draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
+       draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
 
        ds->started = 1;
     }
@@ -910,7 +947,7 @@ static int game_wants_statusbar(void)
     return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
 }
@@ -930,7 +967,6 @@ const struct game thegame = {
     TRUE, game_configure, custom_params,
     validate_params,
     new_game_desc,
-    game_free_aux_info,
     validate_desc,
     new_game,
     dup_game,
@@ -939,9 +975,12 @@ const struct game thegame = {
     TRUE, game_text_format,
     new_ui,
     free_ui,
+    encode_ui,
+    decode_ui,
     game_changed_state,
-    make_move,
-    game_size,
+    interpret_move,
+    execute_move,
+    PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
     game_colours,
     game_new_drawstate,
     game_free_drawstate,