X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/07dfb697bb30781c963b11eb00c4951bb5db6a7d..HEAD:/netslide.c diff --git a/netslide.c b/netslide.c index e6751fe..8d18652 100644 --- a/netslide.c +++ b/netslide.c @@ -52,7 +52,8 @@ #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ (((x) & 0x02) >> 1) + ((x) & 0x01) ) -#define TILE_SIZE 48 +#define PREFERRED_TILE_SIZE 48 +#define TILE_SIZE (ds->tilesize) #define BORDER TILE_SIZE #define TILE_BORDER 1 #define WINDOW_OFFSET 0 @@ -81,14 +82,9 @@ struct game_params { int movetarget; }; -struct game_aux_info { - int width, height; - unsigned char *tiles; -}; - struct game_state { int width, height, cx, cy, wrapping, completed; - int used_solve, just_used_solve; + int used_solve; int move_count, movetarget; /* position (row or col number, starting at 0) of last move. */ @@ -163,15 +159,15 @@ static game_params *default_params(void) static const struct { int x, y, wrap, bprob; const char* desc; } netslide_presets[] = { - {3, 3, FALSE, 1.0, " easy"}, - {3, 3, FALSE, 0.0, " medium"}, - {3, 3, TRUE, 0.0, " hard"}, - {4, 4, FALSE, 1.0, " easy"}, - {4, 4, FALSE, 0.0, " medium"}, - {4, 4, TRUE, 0.0, " hard"}, - {5, 5, FALSE, 1.0, " easy"}, - {5, 5, FALSE, 0.0, " medium"}, - {5, 5, TRUE, 0.0, " hard"}, + {3, 3, FALSE, 1, " easy"}, + {3, 3, FALSE, 0, " medium"}, + {3, 3, TRUE, 0, " hard"}, + {4, 4, FALSE, 1, " easy"}, + {4, 4, FALSE, 0, " medium"}, + {4, 4, TRUE, 0, " hard"}, + {5, 5, FALSE, 1, " easy"}, + {5, 5, FALSE, 0, " medium"}, + {5, 5, TRUE, 0, " hard"}, }; static int game_fetch_preset(int i, char **name, game_params **params) @@ -186,7 +182,7 @@ static int game_fetch_preset(int i, char **name, game_params **params) ret->width = netslide_presets[i].x; ret->height = netslide_presets[i].y; ret->wrapping = netslide_presets[i].wrap; - ret->barrier_probability = netslide_presets[i].bprob; + ret->barrier_probability = (float)netslide_presets[i].bprob; ret->movetarget = 0; sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc); @@ -217,16 +213,16 @@ static void decode_params(game_params *ret, char const *string) ret->movetarget = 0; ret->width = atoi(p); - while (*p && isdigit(*p)) p++; + while (*p && isdigit((unsigned char)*p)) p++; if (*p == 'x') { p++; ret->height = atoi(p); - while (*p && isdigit(*p)) p++; + while (*p && isdigit((unsigned char)*p)) p++; if ( (ret->wrapping = (*p == 'w')) != 0 ) p++; if (*p == 'b') { - ret->barrier_probability = atof(++p); - while (*p && (isdigit(*p) || *p == '.')) p++; + ret->barrier_probability = (float)atof(++p); + while (*p && (isdigit((unsigned char)*p) || *p == '.')) p++; } if (*p == 'm') { ret->movetarget = atoi(++p); @@ -313,7 +309,7 @@ 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->width <= 1 || params->height <= 1) return "Width and height must both be greater than one"; @@ -329,7 +325,7 @@ 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) { tree234 *possibilities, *barriertree; int w, h, x, y, cx, cy, nbarriers; @@ -534,19 +530,22 @@ static char *new_game_desc(game_params *params, random_state *rs, } /* - * Save the unshuffled grid. We do this using a separate - * reference-counted structure since it's a large chunk of - * memory which we don't want to have to replicate in every - * game state while playing. + * Save the unshuffled grid in aux. */ { - game_aux_info *solution; + char *solution; + int i; - solution = snew(game_aux_info); - solution->width = w; - solution->height = h; - solution->tiles = snewn(w * h, unsigned char); - memcpy(solution->tiles, tiles, w * h); + /* + * String format is exactly the same as a solve move, so we + * can just dupstr this in solve_game(). + */ + + solution = snewn(w * h + 2, char); + solution[0] = 'S'; + for (i = 0; i < w * h; i++) + solution[i+1] = "0123456789abcdef"[tiles[i] & 0xF]; + solution[w*h+1] = '\0'; *aux = solution; } @@ -581,7 +580,7 @@ static char *new_game_desc(game_params *params, random_state *rs, if (col == prevrowcol) { if (dir == 2-prevdir) continue; /* undoes last move */ - else if ((nrepeats+1)*2 > h) + else if (dir == prevdir && (nrepeats+1)*2 > h) continue; /* makes fewer moves */ } slide_col_int(w, h, tiles, 1 - dir, col); @@ -592,7 +591,7 @@ static char *new_game_desc(game_params *params, random_state *rs, if (row == prevrowcol) { if (dir == 4-prevdir) continue; /* undoes last move */ - else if ((nrepeats+1)*2 > w) + else if (dir == prevdir && (nrepeats+1)*2 > w) continue; /* makes fewer moves */ } slide_row_int(w, h, tiles, 2 - dir, row); @@ -697,12 +696,6 @@ static char *new_game_desc(game_params *params, random_state *rs, return desc; } -static void game_free_aux_info(game_aux_info *aux) -{ - sfree(aux->tiles); - sfree(aux); -} - static char *validate_desc(game_params *params, char *desc) { int w = params->width, h = params->height; @@ -733,7 +726,7 @@ static char *validate_desc(game_params *params, char *desc) * Construct an initial game state, given a description and parameters. */ -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; int w, h, x, y; @@ -752,7 +745,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) state->wrapping = params->wrapping; state->movetarget = params->movetarget; state->completed = 0; - state->used_solve = state->just_used_solve = FALSE; + state->used_solve = FALSE; state->move_count = 0; state->last_move_row = -1; state->last_move_col = -1; @@ -872,7 +865,6 @@ static game_state *dup_game(game_state *state) ret->movetarget = state->movetarget; ret->completed = state->completed; ret->used_solve = state->used_solve; - ret->just_used_solve = state->just_used_solve; ret->move_count = state->move_count; ret->last_move_row = state->last_move_row; ret->last_move_col = state->last_move_col; @@ -892,24 +884,20 @@ static void free_game(game_state *state) sfree(state); } -static game_state *solve_game(game_state *state, game_aux_info *aux, - char **error) +static char *solve_game(game_state *state, game_state *currstate, + char *aux, char **error) { - game_state *ret; - if (!aux) { *error = "Solution not known for this puzzle"; return NULL; } - assert(aux->width == state->width); - assert(aux->height == state->height); - ret = dup_game(state); - memcpy(ret->tiles, aux->tiles, ret->width * ret->height); - ret->used_solve = ret->just_used_solve = TRUE; - ret->completed = ret->move_count = 1; + return dupstr(aux); +} - return ret; +static int game_can_format_as_text_now(game_params *params) +{ + return TRUE; } static char *game_text_format(game_state *state) @@ -991,8 +979,8 @@ struct game_ui { static game_ui *new_ui(game_state *state) { game_ui *ui = snew(game_ui); - ui->cur_x = state->width / 2; - ui->cur_y = state->height / 2; + ui->cur_x = 0; + ui->cur_y = -1; ui->cur_visible = FALSE; return ui; @@ -1003,6 +991,15 @@ 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) +{ +} + /* ---------------------------------------------------------------------- * Process a move. */ @@ -1050,27 +1047,60 @@ static void game_changed_state(game_ui *ui, game_state *oldstate, { } -static game_state *make_move(game_state *state, game_ui *ui, - game_drawstate *ds, int x, int y, int button) +struct game_drawstate { + int started; + int width, height; + int tilesize; + unsigned char *visible; + int cur_x, cur_y; +}; + +static char *interpret_move(game_state *state, game_ui *ui, + const game_drawstate *ds, int x, int y, int button) { int cx, cy; - int n, dx, dy; - game_state *ret; + int dx, dy; + char buf[80]; button &= ~MOD_MASK; - if (button != LEFT_BUTTON && button != RIGHT_BUTTON) - return NULL; + if (IS_CURSOR_MOVE(button)) { + int cpos, diff = 0; + cpos = c2pos(state->width, state->height, ui->cur_x, ui->cur_y); + diff = c2diff(state->width, state->height, ui->cur_x, ui->cur_y, button); + + if (diff != 0) { + do { /* we might have to do this more than once to skip missing arrows */ + cpos += diff; + pos2c(state->width, state->height, cpos, &ui->cur_x, &ui->cur_y); + } while (ui->cur_x == state->cx || ui->cur_y == state->cy); + } + + ui->cur_visible = 1; + return ""; + } - cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; - cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; + if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { + cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; + cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2; + ui->cur_visible = 0; + } else if (IS_CURSOR_SELECT(button)) { + if (ui->cur_visible) { + cx = ui->cur_x; + cy = ui->cur_y; + } else { + /* 'click' when cursor is invisible just makes cursor visible. */ + ui->cur_visible = 1; + return ""; + } + } else + return NULL; if (cy >= 0 && cy < state->height && cy != state->cy) { if (cx == -1) dx = +1; else if (cx == state->width) dx = -1; else return NULL; - n = state->width; dy = 0; } else if (cx >= 0 && cx < state->width && cx != state->cx) @@ -1078,7 +1108,6 @@ static game_state *make_move(game_state *state, game_ui *ui, if (cy == -1) dy = +1; else if (cy == state->height) dy = -1; else return NULL; - n = state->height; dx = 0; } else @@ -1091,16 +1120,58 @@ static game_state *make_move(game_state *state, game_ui *ui, dy = -dy; } - ret = dup_game(state); - ret->just_used_solve = FALSE; + if (dx == 0) + sprintf(buf, "C%d,%d", cx, dy); + else + sprintf(buf, "R%d,%d", cy, dx); + return dupstr(buf); +} + +static game_state *execute_move(game_state *from, char *move) +{ + game_state *ret; + int c, d, col; + + if ((move[0] == 'C' || move[0] == 'R') && + sscanf(move+1, "%d,%d", &c, &d) == 2 && + c >= 0 && c < (move[0] == 'C' ? from->width : from->height)) { + col = (move[0] == 'C'); + } else if (move[0] == 'S' && + strlen(move) == from->width * from->height + 1) { + int i; + ret = dup_game(from); + ret->used_solve = TRUE; + ret->completed = ret->move_count = 1; + + for (i = 0; i < from->width * from->height; i++) { + c = move[i+1]; + if (c >= '0' && c <= '9') + c -= '0'; + else if (c >= 'A' && c <= 'F') + c -= 'A' - 10; + else if (c >= 'a' && c <= 'f') + c -= 'a' - 10; + else { + free_game(ret); + return NULL; + } + ret->tiles[i] = c; + } + return ret; + } else + return NULL; /* can't parse move string */ + + ret = dup_game(from); - if (dx == 0) slide_col(ret, dy, cx); - else slide_row(ret, dx, cy); + if (col) + slide_col(ret, d, c); + else + slide_row(ret, d, c); ret->move_count++; - ret->last_move_row = dx ? cy : -1; - ret->last_move_col = dx ? -1 : cx; - ret->last_move_dir = dx + dy; + ret->last_move_row = col ? -1 : c; + ret->last_move_col = col ? c : -1; + ret->last_move_dir = d; /* * See if the game has been completed. @@ -1131,13 +1202,7 @@ static game_state *make_move(game_state *state, game_ui *ui, * Routines for drawing the game position on the screen. */ -struct game_drawstate { - int started; - int width, height; - unsigned char *visible; -}; - -static game_drawstate *game_new_drawstate(game_state *state) +static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) { game_drawstate *ds = snew(game_drawstate); @@ -1145,24 +1210,37 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->width = state->width; ds->height = state->height; ds->visible = snewn(state->width * state->height, unsigned char); + ds->tilesize = 0; /* not decided yet */ memset(ds->visible, 0xFF, state->width * state->height); + ds->cur_x = ds->cur_y = -1; return ds; } -static void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->visible); sfree(ds); } -static void game_size(game_params *params, int *x, int *y) +static void game_compute_size(game_params *params, int tilesize, + int *x, int *y) { + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + struct { int tilesize; } ads, *ds = &ads; + ads.tilesize = tilesize; + *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static void game_set_size(drawing *dr, game_drawstate *ds, + game_params *params, int tilesize) +{ + ds->tilesize = tilesize; +} + +static float *game_colours(frontend *fe, int *ncolours) { float *ret; @@ -1227,17 +1305,17 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) return ret; } -static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2, - int colour) +static void draw_filled_line(drawing *dr, int x1, int y1, int x2, int y2, + int colour) { - draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE); - draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE); - draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE); - draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE); - draw_line(fe, x1, y1, x2, y2, colour); + draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE); + draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE); + draw_line(dr, x1, y1-1, x2, y2-1, COL_WIRE); + draw_line(dr, x1, y1+1, x2, y2+1, COL_WIRE); + draw_line(dr, x1, y1, x2, y2, colour); } -static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, +static void draw_rect_coords(drawing *dr, int x1, int y1, int x2, int y2, int colour) { int mx = (x1 < x2 ? x1 : x2); @@ -1245,10 +1323,11 @@ static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, int dx = (x2 + x1 - 2*mx + 1); int dy = (y2 + y1 - 2*my + 1); - draw_rect(fe, mx, my, dx, dy, colour); + draw_rect(dr, mx, my, dx, dy, colour); } -static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) +static void draw_barrier_corner(drawing *dr, game_drawstate *ds, + int x, int y, int dir, int phase) { int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; @@ -1263,20 +1342,21 @@ static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0); if (phase == 0) { - draw_rect_coords(fe, bx+x1, by+y1, + draw_rect_coords(dr, bx+x1, by+y1, bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy, COL_WIRE); - draw_rect_coords(fe, bx+x1, by+y1, + draw_rect_coords(dr, bx+x1, by+y1, bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy, COL_WIRE); } else { - draw_rect_coords(fe, bx+x1, by+y1, + draw_rect_coords(dr, bx+x1, by+y1, bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy, COL_BARRIER); } } -static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) +static void draw_barrier(drawing *dr, game_drawstate *ds, + int x, int y, int dir, int phase) { int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x; int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; @@ -1288,17 +1368,17 @@ static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER); if (phase == 0) { - draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); + draw_rect(dr, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE); } else { - draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER); + draw_rect(dr, bx+x1, by+y1, w, h, COL_BARRIER); } } -static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, - float xshift, float yshift) +static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state, + int x, int y, int tile, float xshift, float yshift) { - int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE); - int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE); + int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (int)(xshift * TILE_SIZE); + int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (int)(yshift * TILE_SIZE); float cx, cy, ex, ey; int dir, col; @@ -1323,9 +1403,9 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, * rectangle in border colour, and a smaller rectangle in * background colour to fill it in. */ - draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, + draw_rect(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER, COL_BORDER); - draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER, + draw_rect(dr, bx+TILE_BORDER, by+TILE_BORDER, TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER, tile & FLASHING ? COL_FLASHING : COL_BACKGROUND); @@ -1338,16 +1418,16 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, if (tile & dir) { ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); - draw_thick_line(fe, bx+(int)cx, by+(int)cy, - bx+(int)(cx+ex), by+(int)(cy+ey), - COL_WIRE); + draw_filled_line(dr, bx+(int)cx, by+(int)cy, + bx+(int)(cx+ex), by+(int)(cy+ey), + COL_WIRE); } } for (dir = 1; dir < 0x10; dir <<= 1) { if (tile & dir) { ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir); ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir); - draw_line(fe, bx+(int)cx, by+(int)cy, + draw_line(dr, bx+(int)cx, by+(int)cy, bx+(int)(cx+ex), by+(int)(cy+ey), col); } } @@ -1379,8 +1459,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, points[i+1] = by+(int)(cy+ey); } - draw_polygon(fe, points, 4, TRUE, col); - draw_polygon(fe, points, 4, FALSE, COL_WIRE); + draw_polygon(dr, points, 4, col, COL_WIRE); } /* @@ -1417,8 +1496,8 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, * in: if we are fully connected to the other tile then * the two ACTIVE states will be the same.) */ - draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); - draw_rect_coords(fe, px, py, px+lx, py+ly, + draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE); + draw_rect_coords(dr, px, py, px+lx, py+ly, (tile & ACTIVE) ? COL_POWERED : COL_WIRE); } else { /* @@ -1426,14 +1505,15 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, * actually connected to us. Just draw a single black * dot. */ - draw_rect_coords(fe, px, py, px, py, COL_WIRE); + draw_rect_coords(dr, px, py, px, py, COL_WIRE); } } - draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); + draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); } -static void draw_tile_barriers(frontend *fe, game_state *state, int x, int y) +static void draw_tile_barriers(drawing *dr, game_drawstate *ds, + game_state *state, int x, int y) { int phase; int dir; @@ -1445,16 +1525,17 @@ static void draw_tile_barriers(frontend *fe, game_state *state, int x, int y) for (phase = 0; phase < 2; phase++) { for (dir = 1; dir < 0x10; dir <<= 1) if (barrier(state, x, y) & (dir << 4)) - draw_barrier_corner(fe, x, y, dir << 4, phase); + draw_barrier_corner(dr, ds, x, y, dir << 4, phase); for (dir = 1; dir < 0x10; dir <<= 1) if (barrier(state, x, y) & dir) - draw_barrier(fe, x, y, dir, phase); + draw_barrier(dr, ds, x, y, dir, phase); } - draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); + draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER); } -static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) +static void draw_arrow(drawing *dr, game_drawstate *ds, + int x, int y, int xdx, int xdy, int cur) { int coords[14]; int ydy = -xdx, ydx = xdy; @@ -1474,17 +1555,39 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ - draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); - draw_polygon(fe, coords, 7, FALSE, COL_TEXT); + draw_polygon(dr, coords, 7, cur ? COL_POWERED : COL_LOWLIGHT, COL_TEXT); +} + +static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds, + int cur_x, int cur_y, int cur) +{ + if (cur_x == -1 && cur_y == -1) + return; /* 'no cursur here */ + else if (cur_x == -1) /* LH column. */ + draw_arrow(dr, ds, 0, cur_y+1, 0, -1, cur); + else if (cur_x == ds->width) /* RH column */ + draw_arrow(dr, ds, ds->width, cur_y, 0, +1, cur); + else if (cur_y == -1) /* Top row */ + draw_arrow(dr, ds, cur_x, 0, +1, 0, cur); + else if (cur_y == ds->height) /* Bottom row */ + draw_arrow(dr, ds, cur_x+1, ds->height, -1, 0, cur); + else + assert(!"Invalid cursor position"); + + draw_update(dr, + cur_x * TILE_SIZE + BORDER + WINDOW_OFFSET, + cur_y * TILE_SIZE + BORDER + WINDOW_OFFSET, + TILE_SIZE, TILE_SIZE); } -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 t, float ft) { - int x, y, tx, ty, frame; + int x, y, frame; unsigned char *active; float xshift = 0.0; float yshift = 0.0; + int cur_x = -1, cur_y = -1; /* * Clear the screen and draw the exterior barrier lines if this @@ -1495,11 +1598,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, ds->started = TRUE; - draw_rect(fe, 0, 0, + draw_rect(dr, 0, 0, BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER, BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER, COL_BACKGROUND); - draw_update(fe, 0, 0, + draw_update(dr, 0, 0, BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER, BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER); @@ -1507,32 +1610,32 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, for (x = 0; x < ds->width; x++) { if (barrier(state, x, 0) & UL) - draw_barrier_corner(fe, x, -1, LD, phase); + draw_barrier_corner(dr, ds, x, -1, LD, phase); if (barrier(state, x, 0) & RU) - draw_barrier_corner(fe, x, -1, DR, phase); + draw_barrier_corner(dr, ds, x, -1, DR, phase); if (barrier(state, x, 0) & U) - draw_barrier(fe, x, -1, D, phase); + draw_barrier(dr, ds, x, -1, D, phase); if (barrier(state, x, ds->height-1) & DR) - draw_barrier_corner(fe, x, ds->height, RU, phase); + draw_barrier_corner(dr, ds, x, ds->height, RU, phase); if (barrier(state, x, ds->height-1) & LD) - draw_barrier_corner(fe, x, ds->height, UL, phase); + draw_barrier_corner(dr, ds, x, ds->height, UL, phase); if (barrier(state, x, ds->height-1) & D) - draw_barrier(fe, x, ds->height, U, phase); + draw_barrier(dr, ds, x, ds->height, U, phase); } for (y = 0; y < ds->height; y++) { if (barrier(state, 0, y) & UL) - draw_barrier_corner(fe, -1, y, RU, phase); + draw_barrier_corner(dr, ds, -1, y, RU, phase); if (barrier(state, 0, y) & LD) - draw_barrier_corner(fe, -1, y, DR, phase); + draw_barrier_corner(dr, ds, -1, y, DR, phase); if (barrier(state, 0, y) & L) - draw_barrier(fe, -1, y, R, phase); + draw_barrier(dr, ds, -1, y, R, phase); if (barrier(state, ds->width-1, y) & RU) - draw_barrier_corner(fe, ds->width, y, UL, phase); + draw_barrier_corner(dr, ds, ds->width, y, UL, phase); if (barrier(state, ds->width-1, y) & DR) - draw_barrier_corner(fe, ds->width, y, LD, phase); + draw_barrier_corner(dr, ds, ds->width, y, LD, phase); if (barrier(state, ds->width-1, y) & R) - draw_barrier(fe, ds->width, y, L, phase); + draw_barrier(dr, ds, ds->width, y, L, phase); } } @@ -1541,15 +1644,26 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, */ for (x = 0; x < ds->width; x++) { if (x == state->cx) continue; - draw_arrow(fe, x, 0, +1, 0); - draw_arrow(fe, x+1, ds->height, -1, 0); + draw_arrow(dr, ds, x, 0, +1, 0, 0); + draw_arrow(dr, ds, x+1, ds->height, -1, 0, 0); } for (y = 0; y < ds->height; y++) { if (y == state->cy) continue; - draw_arrow(fe, ds->width, y, 0, +1); - draw_arrow(fe, 0, y+1, 0, -1); + draw_arrow(dr, ds, ds->width, y, 0, +1, 0); + draw_arrow(dr, ds, 0, y+1, 0, -1, 0); } } + if (ui->cur_visible) { + cur_x = ui->cur_x; cur_y = ui->cur_y; + } + if (cur_x != ds->cur_x || cur_y != ds->cur_y) { + /* Cursor has changed; redraw two (prev and curr) arrows. */ + assert(cur_x != state->cx && cur_y != state->cy); + + draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1); + draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0); + ds->cur_x = cur_x; ds->cur_y = cur_y; + } /* Check if this is an undo. If so, we will need to run any animation * backwards. @@ -1561,16 +1675,15 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, t = ANIM_TIME - t; } - tx = ty = -1; if (oldstate && (t < ANIM_TIME)) { /* * We're animating a slide, of row/column number * state->last_move_pos, in direction * state->last_move_dir */ - xshift = state->last_move_row == -1 ? 0.0 : + xshift = state->last_move_row == -1 ? 0.0F : (1 - t / ANIM_TIME) * state->last_move_dir; - yshift = state->last_move_col == -1 ? 0.0 : + yshift = state->last_move_col == -1 ? 0.0F : (1 - t / ANIM_TIME) * state->last_move_dir; } @@ -1593,7 +1706,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, active = compute_active(state, -1, -1); } - clip(fe, + clip(dr, BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET, TILE_SIZE * state->width + TILE_BORDER, TILE_SIZE * state->height + TILE_BORDER); @@ -1624,18 +1737,18 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, index(state, ds->visible, x, y) == 0xFF || (x == state->last_move_col || y == state->last_move_row)) { - float xs = (y == state->last_move_row ? xshift : 0.0); - float ys = (x == state->last_move_col ? yshift : 0.0); + float xs = (y == state->last_move_row ? xshift : (float)0.0); + float ys = (x == state->last_move_col ? yshift : (float)0.0); - draw_tile(fe, state, x, y, c, xs, ys); + draw_tile(dr, ds, state, x, y, c, xs, ys); if (xs < 0 && x == 0) - draw_tile(fe, state, state->width, y, c, xs, ys); + draw_tile(dr, ds, state, state->width, y, c, xs, ys); else if (xs > 0 && x == state->width - 1) - draw_tile(fe, state, -1, y, c, xs, ys); + draw_tile(dr, ds, state, -1, y, c, xs, ys); else if (ys < 0 && y == 0) - draw_tile(fe, state, x, state->height, c, xs, ys); + draw_tile(dr, ds, state, x, state->height, c, xs, ys); else if (ys > 0 && y == state->height - 1) - draw_tile(fe, state, x, -1, c, xs, ys); + draw_tile(dr, ds, state, x, -1, c, xs, ys); if (x == state->last_move_col || y == state->last_move_row) index(state, ds->visible, x, y) = 0xFF; @@ -1646,9 +1759,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, for (x = 0; x < ds->width; x++) for (y = 0; y < ds->height; y++) - draw_tile_barriers(fe, state, x, y); + draw_tile_barriers(dr, ds, state, x, y); - unclip(fe); + unclip(dr); /* * Update the status bar. @@ -1676,7 +1789,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n); - status_bar(fe, statusbuf); + status_bar(dr, statusbuf); } sfree(active); @@ -1685,13 +1798,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, static float game_anim_length(game_state *oldstate, game_state *newstate, int dir, game_ui *ui) { - /* - * Don't animate an auto-solve move. - */ - if ((dir > 0 && newstate->just_used_solve) || - (dir < 0 && oldstate->just_used_solve)) - return 0.0F; - return ANIM_TIME; } @@ -1720,22 +1826,30 @@ static float game_flash_length(game_state *oldstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_status(game_state *state) { - return TRUE; + return state->completed ? +1 : 0; } -static int game_timing_state(game_state *state) +static int game_timing_state(game_state *state, game_ui *ui) { return FALSE; } +static void game_print_size(game_params *params, float *x, float *y) +{ +} + +static void game_print(drawing *dr, game_state *state, int tilesize) +{ +} + #ifdef COMBINED #define thegame netslide #endif const struct game thegame = { - "Netslide", "games.netslide", + "Netslide", "games.netslide", "netslide", default_params, game_fetch_preset, decode_params, @@ -1745,25 +1859,31 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, free_game, TRUE, solve_game, - FALSE, game_text_format, + FALSE, game_can_format_as_text_now, 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, game_redraw, game_anim_length, game_flash_length, - game_wants_statusbar, + game_status, + FALSE, FALSE, game_print_size, game_print, + TRUE, /* wants_statusbar */ FALSE, game_timing_state, - 0, /* mouse_priorities */ + 0, /* flags */ }; + +/* vim: set shiftwidth=4 tabstop=8: */