Add a limited-shuffle mode like that added to Sixteen and Twiddle in r5769,
[sgt/puzzles] / cube.c
diff --git a/cube.c b/cube.c
index 72ac527..ddf5527 100644 (file)
--- a/cube.c
+++ b/cube.c
 
 #include "puzzles.h"
 
-const char *const game_name = "Cube";
-const char *const game_winhelp_topic = "games.cube";
-const int game_can_configure = TRUE;
-
 #define MAXVERTICES 20
 #define MAXFACES 20
 #define MAXORDER 4
@@ -29,7 +25,7 @@ struct solid {
     float border;                      /* border required around arena */
 };
 
-static const struct solid tetrahedron = {
+static const struct solid s_tetrahedron = {
     4,
     {
         0.0F, -0.57735026919F, -0.20412414523F,
@@ -50,7 +46,7 @@ static const struct solid tetrahedron = {
     0.0F, 0.3F
 };
 
-static const struct solid cube = {
+static const struct solid s_cube = {
     8,
     {
         -0.5F,-0.5F,-0.5F, -0.5F,-0.5F,+0.5F,
@@ -70,7 +66,7 @@ static const struct solid cube = {
     0.3F, 0.5F
 };
 
-static const struct solid octahedron = {
+static const struct solid s_octahedron = {
     6,
     {
         -0.5F, -0.28867513459472505F, 0.4082482904638664F,
@@ -97,7 +93,7 @@ static const struct solid octahedron = {
     0.0F, 0.5F
 };
 
-static const struct solid icosahedron = {
+static const struct solid s_icosahedron = {
     12,
     {
         0.0F, 0.57735026919F, 0.75576131408F,
@@ -149,7 +145,7 @@ enum {
     TETRAHEDRON, CUBE, OCTAHEDRON, ICOSAHEDRON
 };
 static const struct solid *solids[] = {
-    &tetrahedron, &cube, &octahedron, &icosahedron
+    &s_tetrahedron, &s_cube, &s_octahedron, &s_icosahedron
 };
 
 enum {
@@ -215,7 +211,7 @@ struct game_state {
     int movecount;
 };
 
-game_params *default_params(void)
+static game_params *default_params(void)
 {
     game_params *ret = snew(game_params);
 
@@ -226,7 +222,7 @@ game_params *default_params(void)
     return ret;
 }
 
-int game_fetch_preset(int i, char **name, game_params **params)
+static int game_fetch_preset(int i, char **name, game_params **params)
 {
     game_params *ret = snew(game_params);
     char *str;
@@ -266,22 +262,20 @@ int game_fetch_preset(int i, char **name, game_params **params)
     return TRUE;
 }
 
-void free_params(game_params *params)
+static void free_params(game_params *params)
 {
     sfree(params);
 }
 
-game_params *dup_params(game_params *params)
+static game_params *dup_params(game_params *params)
 {
     game_params *ret = snew(game_params);
     *ret = *params;                   /* structure copy */
     return ret;
 }
 
-game_params *decode_params(char const *string)
+static void decode_params(game_params *ret, char const *string)
 {
-    game_params *ret = default_params();
-
     switch (*string) {
       case 't': ret->solid = TETRAHEDRON; string++; break;
       case 'c': ret->solid = CUBE;        string++; break;
@@ -295,11 +289,9 @@ game_params *decode_params(char const *string)
         string++;
         ret->d2 = atoi(string);
     }
-
-    return ret;
 }
 
-char *encode_params(game_params *params)
+static char *encode_params(game_params *params, int full)
 {
     char data[256];
 
@@ -477,7 +469,7 @@ static int grid_area(int d1, int d2, int order)
         return d1*d1 + d2*d2 + 4*d1*d2;
 }
 
-config_item *game_configure(game_params *params)
+static config_item *game_configure(game_params *params)
 {
     config_item *ret = snewn(4, config_item);
     char buf[80];
@@ -507,7 +499,7 @@ config_item *game_configure(game_params *params)
     return ret;
 }
 
-game_params *custom_params(config_item *cfg)
+static game_params *custom_params(config_item *cfg)
 {
     game_params *ret = snew(game_params);
 
@@ -533,7 +525,7 @@ static void count_grid_square_callback(void *ctx, struct grid_square *sq)
     classes[thisclass]++;
 }
 
-char *validate_params(game_params *params)
+static char *validate_params(game_params *params)
 {
     int classes[5];
     int i;
@@ -593,12 +585,13 @@ static void classify_grid_square_callback(void *ctx, struct grid_square *sq)
        data->squareindex++;
 }
 
-char *new_game_seed(game_params *params, random_state *rs)
+static char *new_game_desc(game_params *params, random_state *rs,
+                          game_aux_info **aux)
 {
     struct grid_data data;
     int i, j, k, m, area, facesperclass;
     int *flags;
-    char *seed, *p;
+    char *desc, *p;
 
     /*
      * Enumerate the grid squares, dividing them into equivalence
@@ -662,8 +655,8 @@ char *new_game_seed(game_params *params, random_state *rs)
      * the non-blue squares into a list in the now-unused gridptrs
      * array.
      */
-    seed = snewn(area / 4 + 40, char);
-    p = seed;
+    desc = snewn(area / 4 + 40, char);
+    p = desc;
     j = 0;
     k = 8;
     m = 0;
@@ -691,7 +684,12 @@ char *new_game_seed(game_params *params, random_state *rs)
     sfree(data.gridptrs[0]);
     sfree(flags);
 
-    return seed;
+    return desc;
+}
+
+static void game_free_aux_info(game_aux_info *aux)
+{
+    assert(!"Shouldn't happen");
 }
 
 static void add_grid_square_callback(void *ctx, struct grid_square *sq)
@@ -842,35 +840,35 @@ static struct solid *transform_poly(const struct solid *solid, int flip,
     return ret;
 }
 
-char *validate_seed(game_params *params, char *seed)
+static char *validate_desc(game_params *params, char *desc)
 {
     int area = grid_area(params->d1, params->d2, solids[params->solid]->order);
     int i, j;
 
     i = (area + 3) / 4;
     for (j = 0; j < i; j++) {
-       int c = seed[j];
+       int c = desc[j];
        if (c >= '0' && c <= '9') continue;
        if (c >= 'A' && c <= 'F') continue;
        if (c >= 'a' && c <= 'f') continue;
        return "Not enough hex digits at start of string";
-       /* NB if seed[j]=='\0' that will also be caught here, so we're safe */
+       /* NB if desc[j]=='\0' that will also be caught here, so we're safe */
     }
 
-    if (seed[i] != ',')
+    if (desc[i] != ',')
        return "Expected ',' after hex digits";
 
     i++;
     do {
-       if (seed[i] < '0' || seed[i] > '9')
+       if (desc[i] < '0' || desc[i] > '9')
            return "Expected decimal integer after ','";
        i++;
-    } while (seed[i]);
+    } while (desc[i]);
 
     return NULL;
 }
 
-game_state *new_game(game_params *params, char *seed)
+static game_state *new_game(game_params *params, char *desc)
 {
     game_state *state = snew(game_state);
     int area;
@@ -889,10 +887,10 @@ game_state *new_game(game_params *params, char *seed)
 
     /*
      * Set up the blue squares and polyhedron position according to
-     * the game seed.
+     * the game description.
      */
     {
-       char *p = seed;
+       char *p = desc;
        int i, j, v;
 
        j = 8;
@@ -949,7 +947,7 @@ game_state *new_game(game_params *params, char *seed)
     return state;
 }
 
-game_state *dup_game(game_state *state)
+static game_state *dup_game(game_state *state)
 {
     game_state *ret = snew(game_state);
 
@@ -959,6 +957,7 @@ game_state *dup_game(game_state *state)
     memcpy(ret->facecolours, state->facecolours,
            ret->solid->nfaces * sizeof(int));
     ret->nsquares = state->nsquares;
+    ret->current = state->current;
     ret->squares = snewn(ret->nsquares, struct grid_square);
     memcpy(ret->squares, state->squares,
            ret->nsquares * sizeof(struct grid_square));
@@ -978,21 +977,33 @@ game_state *dup_game(game_state *state)
     return ret;
 }
 
-void free_game(game_state *state)
+static void free_game(game_state *state)
 {
     sfree(state);
 }
 
-game_ui *new_ui(game_state *state)
+static game_state *solve_game(game_state *state, game_aux_info *aux,
+                             char **error)
 {
     return NULL;
 }
 
-void free_ui(game_ui *ui)
+static char *game_text_format(game_state *state)
 {
+    return NULL;
 }
 
-game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
+static game_ui *new_ui(game_state *state)
+{
+    return NULL;
+}
+
+static void free_ui(game_ui *ui)
+{
+}
+
+static game_state *make_move(game_state *from, game_ui *ui,
+                            int x, int y, int button)
 {
     int direction;
     int pkey[2], skey[2], dkey[2];
@@ -1002,24 +1013,26 @@ game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
     int i, j, dest, mask;
     struct solid *poly;
 
+    button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
+
     /*
-     * All moves are made with the cursor keys.
+     * All moves are made with the cursor keys or numeric keypad.
      */
-    if (button == CURSOR_UP)
+    if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
         direction = UP;
-    else if (button == CURSOR_DOWN)
+    else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
         direction = DOWN;
-    else if (button == CURSOR_LEFT)
+    else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
         direction = LEFT;
-    else if (button == CURSOR_RIGHT)
+    else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
         direction = RIGHT;
-    else if (button == CURSOR_UP_LEFT)
+    else if (button == (MOD_NUM_KEYPAD | '7'))
         direction = UP_LEFT;
-    else if (button == CURSOR_DOWN_LEFT)
+    else if (button == (MOD_NUM_KEYPAD | '1'))
         direction = DOWN_LEFT;
-    else if (button == CURSOR_UP_RIGHT)
+    else if (button == (MOD_NUM_KEYPAD | '9'))
         direction = UP_RIGHT;
-    else if (button == CURSOR_DOWN_RIGHT)
+    else if (button == (MOD_NUM_KEYPAD | '3'))
         direction = DOWN_RIGHT;
     else
         return NULL;
@@ -1309,14 +1322,14 @@ static struct bbox find_bbox(game_params *params)
     return bb;
 }
 
-void game_size(game_params *params, int *x, int *y)
+static void game_size(game_params *params, int *x, int *y)
 {
     struct bbox bb = find_bbox(params);
     *x = (int)((bb.r - bb.l + 2*solids[params->solid]->border) * GRID_SCALE);
     *y = (int)((bb.d - bb.u + 2*solids[params->solid]->border) * GRID_SCALE);
 }
 
-float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, game_state *state, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
 
@@ -1334,7 +1347,7 @@ float *game_colours(frontend *fe, game_state *state, int *ncolours)
     return ret;
 }
 
-game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
     struct bbox bb = find_bbox(&state->params);
@@ -1345,13 +1358,13 @@ game_drawstate *game_new_drawstate(game_state *state)
     return ds;
 }
 
-void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(game_drawstate *ds)
 {
     sfree(ds);
 }
 
-void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
-                 game_state *state, game_ui *ui,
+static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+                 game_state *state, int dir, game_ui *ui,
                  float animtime, float flashtime)
 {
     int i, j;
@@ -1366,13 +1379,15 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     draw_rect(fe, 0, 0, (int)((bb.r-bb.l+2.0F) * GRID_SCALE),
               (int)((bb.d-bb.u+2.0F) * GRID_SCALE), COL_BACKGROUND);
 
-    if (oldstate && oldstate->movecount > state->movecount) {
+    if (dir < 0) {
         game_state *t;
 
         /*
          * This is an Undo. So reverse the order of the states, and
          * run the roll timer backwards.
          */
+       assert(oldstate);
+
         t = oldstate;
         oldstate = state;
         state = t;
@@ -1510,17 +1525,54 @@ void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     }
 }
 
-float game_anim_length(game_state *oldstate, game_state *newstate)
+static float game_anim_length(game_state *oldstate,
+                             game_state *newstate, int dir)
 {
     return ROLLTIME;
 }
 
-float game_flash_length(game_state *oldstate, game_state *newstate)
+static float game_flash_length(game_state *oldstate,
+                              game_state *newstate, int dir)
 {
     return 0.0F;
 }
 
-int game_wants_statusbar(void)
+static int game_wants_statusbar(void)
 {
     return TRUE;
 }
+
+#ifdef COMBINED
+#define thegame cube
+#endif
+
+const struct game thegame = {
+    "Cube", "games.cube",
+    default_params,
+    game_fetch_preset,
+    decode_params,
+    encode_params,
+    free_params,
+    dup_params,
+    TRUE, game_configure, custom_params,
+    validate_params,
+    new_game_desc,
+    game_free_aux_info,
+    validate_desc,
+    new_game,
+    dup_game,
+    free_game,
+    FALSE, solve_game,
+    FALSE, game_text_format,
+    new_ui,
+    free_ui,
+    make_move,
+    game_size,
+    game_colours,
+    game_new_drawstate,
+    game_free_drawstate,
+    game_redraw,
+    game_anim_length,
+    game_flash_length,
+    game_wants_statusbar,
+};