X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/1e3e152de7cc491b63c5e351b5f603d307182b07..910c21c00c9be54ac3517dab20e1e63df8f93eb7:/twiddle.c diff --git a/twiddle.c b/twiddle.c index 8388f47..8711ada 100644 --- a/twiddle.c +++ b/twiddle.c @@ -108,16 +108,16 @@ static void decode_params(game_params *ret, char const *string) ret->n = 2; ret->rowsonly = ret->orientable = FALSE; ret->movetarget = 0; - while (*string && isdigit(*string)) string++; + while (*string && isdigit((unsigned char)*string)) string++; if (*string == 'x') { string++; ret->h = atoi(string); - while (*string && isdigit(*string)) string++; + while (*string && isdigit((unsigned char)*string)) string++; } if (*string == 'n') { string++; ret->n = atoi(string); - while (*string && isdigit(*string)) string++; + while (*string && isdigit((unsigned char)*string)) string++; } while (*string) { if (*string == 'r') { @@ -127,7 +127,7 @@ static void decode_params(game_params *ret, char const *string) } else if (*string == 'm') { string++; ret->movetarget = atoi(string); - while (string[1] && isdigit(string[1])) string++; + while (string[1] && isdigit((unsigned char)string[1])) string++; } string++; } @@ -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->n < 2) return "Rotation radius must be at least two"; @@ -307,7 +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, int interactive) + char **aux, int interactive) { int *grid; int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -363,7 +363,14 @@ static char *new_game_desc(game_params *params, random_state *rs, */ oldtotal = prevmoves[y*rw+x]; newtotal = oldtotal + r; - } while (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2); + + /* + * 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); @@ -423,11 +430,6 @@ 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) { char *p, *err; @@ -458,7 +460,7 @@ static char *validate_desc(game_params *params, char *desc) 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 w = params->w, h = params->h, n = params->n, wh = w*h; @@ -539,26 +541,10 @@ 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 char *solve_game(game_state *state, game_state *currstate, + char *aux, char **error) { - game_state *ret = dup_game(state); - int i; - - /* - * Simply replace the grid with a solved one. For this game, - * this isn't a useful operation for actually telling the user - * what they should have done, but it is useful for - * conveniently being able to get hold of a clean state from - * which to practise manoeuvres. - */ - qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int); - for (i = 0; i < ret->w*ret->h; i++) - ret->grid[i] &= ~3; - ret->used_solve = ret->just_used_solve = TRUE; - ret->completed = ret->movecount = 1; - - return ret; + return dupstr("S"); } static char *game_text_format(game_state *state) @@ -617,6 +603,15 @@ static void free_ui(game_ui *ui) { } +static char *encode_ui(game_ui *ui) +{ + return NULL; +} + +static void decode_ui(game_ui *ui, char *encoding) +{ +} + static void game_changed_state(game_ui *ui, game_state *oldstate, game_state *newstate) { @@ -629,11 +624,11 @@ struct game_drawstate { int tilesize; }; -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 w = from->w, h = from->h, n = from->n, wh = w*h; - game_state *ret; + int w = state->w, h = state->h, n = state->n /* , wh = w*h */; + char buf[80]; int dir; button = button & (~MOD_MASK | MOD_NUM_KEYPAD); @@ -691,8 +686,43 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, } /* - * This is a valid move. Make it. + * If we reach here, we have a valid move. */ + sprintf(buf, "M%d,%d,%d", x, y, dir); + return dupstr(buf); +} + +static game_state *execute_move(game_state *from, char *move) +{ + game_state *ret; + int w = from->w, h = from->h, n = from->n, wh = w*h; + int x, y, dir; + + if (!strcmp(move, "S")) { + int i; + ret = dup_game(from); + + /* + * Simply replace the grid with a solved one. For this game, + * this isn't a useful operation for actually telling the user + * what they should have done, but it is useful for + * conveniently being able to get hold of a clean state from + * which to practise manoeuvres. + */ + qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int); + for (i = 0; i < ret->w*ret->h; i++) + ret->grid[i] &= ~3; + ret->used_solve = ret->just_used_solve = TRUE; + ret->completed = ret->movecount = 1; + + return ret; + } + + if (move[0] != 'M' || + sscanf(move+1, "%d,%d,%d", &x, &y, &dir) != 3 || + x < 0 || y < 0 || x > from->w - n || y > from->h - n) + return NULL; /* can't parse this move string */ + ret = dup_game(from); ret->just_used_solve = FALSE; /* zero this in a hurry */ ret->movecount++; @@ -714,52 +744,32 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, * Drawing routines. */ -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) { - 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); + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + struct { int tilesize; } ads, *ds = &ads; + ads.tilesize = tilesize; *x = TILE_SIZE * params->w + 2 * BORDER; *y = TILE_SIZE * params->h + 2 * BORDER; } +static void game_set_size(drawing *dr, game_drawstate *ds, + game_params *params, int tilesize) +{ + ds->tilesize = tilesize; +} + static float *game_colours(frontend *fe, game_state *state, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; - float max; - - frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); - /* - * Drop the background colour so that the highlight is - * noticeably brighter than it while still being under 1. - */ - max = ret[COL_BACKGROUND*3]; - for (i = 1; i < 3; i++) - if (ret[COL_BACKGROUND*3+i] > max) - max = ret[COL_BACKGROUND*3+i]; - if (max * 1.2F > 1.0F) { - for (i = 0; i < 3; i++) - ret[COL_BACKGROUND*3+i] /= (max * 1.2F); - } + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); for (i = 0; i < 3; i++) { - ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; - ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; ret[COL_TEXT * 3 + i] = 0.0; } @@ -768,7 +778,7 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) 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); int i; @@ -785,7 +795,7 @@ static game_drawstate *game_new_drawstate(game_state *state) return ds; } -static void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->grid); sfree(ds); @@ -812,7 +822,7 @@ static void rotate(int *xy, struct rotation *rot) } } -static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, +static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state, int x, int y, int tile, int flash_colour, struct rotation *rot) { @@ -830,7 +840,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, rot = NULL; if (rot) - clip(fe, rot->cx, rot->cy, rot->cw, rot->ch); + clip(dr, rot->cx, rot->cy, rot->cw, rot->ch); /* * We must draw each side of the tile's highlight separately, @@ -850,29 +860,29 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, coords[2] = x + TILE_SIZE - 1; coords[3] = y; rotate(coords+2, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT); + draw_polygon(dr, coords, 3, rot ? rot->rc : COL_LOWLIGHT, + rot ? rot->rc : COL_LOWLIGHT); /* Bottom side. */ coords[2] = x; coords[3] = y + TILE_SIZE - 1; rotate(coords+2, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT); + draw_polygon(dr, coords, 3, rot ? rot->bc : COL_LOWLIGHT, + rot ? rot->bc : COL_LOWLIGHT); /* Left side. */ coords[0] = x; coords[1] = y; rotate(coords+0, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT); + draw_polygon(dr, coords, 3, rot ? rot->lc : COL_HIGHLIGHT, + rot ? rot->lc : COL_HIGHLIGHT); /* Top side. */ coords[2] = x + TILE_SIZE - 1; coords[3] = y; rotate(coords+2, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT); + draw_polygon(dr, coords, 3, rot ? rot->tc : COL_HIGHLIGHT, + rot ? rot->tc : COL_HIGHLIGHT); /* * Now the main blank area in the centre of the tile. @@ -890,10 +900,9 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; coords[7] = y + HIGHLIGHT_WIDTH; rotate(coords+6, rot); - draw_polygon(fe, coords, 4, TRUE, flash_colour); - draw_polygon(fe, coords, 4, FALSE, flash_colour); + draw_polygon(dr, coords, 4, flash_colour, flash_colour); } else { - draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, + draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, flash_colour); } @@ -937,22 +946,21 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, coords[4] = cx - displ * ydx; coords[5] = cy - displ * ydy; rotate(coords+4, rot); - draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE); - draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE); + draw_polygon(dr, coords, 3, COL_LOWLIGHT_GENTLE, COL_LOWLIGHT_GENTLE); } coords[0] = x + TILE_SIZE/2; coords[1] = y + TILE_SIZE/2; rotate(coords+0, rot); sprintf(str, "%d", tile / 4); - draw_text(fe, coords[0], coords[1], + draw_text(dr, coords[0], coords[1], FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, COL_TEXT, str); if (rot) - unclip(fe); + unclip(dr); - draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); + draw_update(dr, x, y, TILE_SIZE, TILE_SIZE); } static int highlight_colour(float angle) @@ -1015,7 +1023,7 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -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) { @@ -1032,10 +1040,10 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, if (!ds->started) { int coords[10]; - draw_rect(fe, 0, 0, + draw_rect(dr, 0, 0, TILE_SIZE * state->w + 2 * BORDER, TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); - draw_update(fe, 0, 0, + draw_update(dr, 0, 0, TILE_SIZE * state->w + 2 * BORDER, TILE_SIZE * state->h + 2 * BORDER); @@ -1052,13 +1060,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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); + draw_polygon(dr, 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(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); ds->started = TRUE; } @@ -1100,7 +1106,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, rot->tc = highlight_colour(PI/2 + angle); rot->bc = highlight_colour(-PI/2 + angle); - draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); + draw_rect(dr, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); } else rot = NULL; @@ -1129,7 +1135,7 @@ 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, ds, state, x, y, state->grid[i], bgcolour, rot); + draw_tile(dr, ds, state, x, y, state->grid[i], bgcolour, rot); ds->grid[i] = t; } } @@ -1160,7 +1166,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, state->movetarget); } - status_bar(fe, statusbuf); + status_bar(dr, statusbuf); } } @@ -1169,11 +1175,19 @@ 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; } +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 twiddle #endif @@ -1189,7 +1203,6 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, @@ -1198,15 +1211,19 @@ 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, game_redraw, game_anim_length, game_flash_length, + FALSE, FALSE, game_print_size, game_print, game_wants_statusbar, FALSE, game_timing_state, 0, /* mouse_priorities */