X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/1f3ee4ee0f9443910671f5e57837fa5311000b21..91adb2c5aa2b24a5927ad9ff9b3b16e5efffb4b1:/netslide.c diff --git a/netslide.c b/netslide.c index b16cb0b..8f2da25 100644 --- a/netslide.c +++ b/netslide.c @@ -84,7 +84,7 @@ struct game_params { 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. */ @@ -213,16 +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++; + while (*p && (isdigit((unsigned char)*p) || *p == '.')) p++; } if (*p == 'm') { ret->movetarget = atoi(++p); @@ -309,7 +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"; @@ -726,7 +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; @@ -745,7 +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; @@ -865,7 +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; @@ -1111,7 +1110,7 @@ static game_state *execute_move(game_state *from, char *move) strlen(move) == from->width * from->height + 1) { int i; ret = dup_game(from); - ret->used_solve = ret->just_used_solve = TRUE; + ret->used_solve = TRUE; ret->completed = ret->move_count = 1; for (i = 0; i < from->width * from->height; i++) { @@ -1133,7 +1132,6 @@ static game_state *execute_move(game_state *from, char *move) return NULL; /* can't parse move string */ ret = dup_game(from); - ret->just_used_solve = FALSE; if (col) slide_col(ret, d, c); @@ -1174,7 +1172,7 @@ static game_state *execute_move(game_state *from, char *move) * Routines for drawing the game position on the screen. */ -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); @@ -1188,7 +1186,7 @@ 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->visible); sfree(ds); @@ -1205,13 +1203,13 @@ static void game_compute_size(game_params *params, int tilesize, *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; } -static void game_set_size(game_drawstate *ds, game_params *params, - int tilesize) +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) +static float *game_colours(frontend *fe, int *ncolours) { float *ret; @@ -1276,17 +1274,17 @@ 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, +static void draw_thick_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); @@ -1294,10 +1292,10 @@ 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, game_drawstate *ds, +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; @@ -1313,20 +1311,20 @@ static void draw_barrier_corner(frontend *fe, game_drawstate *ds, 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, game_drawstate *ds, +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; @@ -1339,13 +1337,13 @@ static void draw_barrier(frontend *fe, game_drawstate *ds, 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_drawstate *ds, game_state *state, +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); @@ -1374,9 +1372,9 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, * 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); @@ -1389,7 +1387,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, 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, + draw_thick_line(dr, bx+(int)cx, by+(int)cy, bx+(int)(cx+ex), by+(int)(cy+ey), COL_WIRE); } @@ -1398,7 +1396,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, 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); } } @@ -1430,7 +1428,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, points[i+1] = by+(int)(cy+ey); } - draw_polygon(fe, points, 4, col, COL_WIRE); + draw_polygon(dr, points, 4, col, COL_WIRE); } /* @@ -1467,8 +1465,8 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, * 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 { /* @@ -1476,14 +1474,14 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state, * 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_drawstate *ds, +static void draw_tile_barriers(drawing *dr, game_drawstate *ds, game_state *state, int x, int y) { int phase; @@ -1496,16 +1494,16 @@ static void draw_tile_barriers(frontend *fe, game_drawstate *ds, for (phase = 0; phase < 2; phase++) { for (dir = 1; dir < 0x10; dir <<= 1) if (barrier(state, x, y) & (dir << 4)) - draw_barrier_corner(fe, ds, 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, ds, 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, game_drawstate *ds, +static void draw_arrow(drawing *dr, game_drawstate *ds, int x, int y, int xdx, int xdy) { int coords[14]; @@ -1526,10 +1524,10 @@ static void draw_arrow(frontend *fe, game_drawstate *ds, 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, COL_LOWLIGHT, COL_TEXT); + draw_polygon(dr, coords, 7, COL_LOWLIGHT, COL_TEXT); } -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; @@ -1546,11 +1544,11 @@ 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); @@ -1558,32 +1556,32 @@ 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, ds, x, -1, LD, phase); + draw_barrier_corner(dr, ds, x, -1, LD, phase); if (barrier(state, x, 0) & RU) - draw_barrier_corner(fe, ds, x, -1, DR, phase); + draw_barrier_corner(dr, ds, x, -1, DR, phase); if (barrier(state, x, 0) & U) - draw_barrier(fe, ds, x, -1, D, phase); + draw_barrier(dr, ds, x, -1, D, phase); if (barrier(state, x, ds->height-1) & DR) - draw_barrier_corner(fe, ds, 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, ds, 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, ds, 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, ds, -1, y, RU, phase); + draw_barrier_corner(dr, ds, -1, y, RU, phase); if (barrier(state, 0, y) & LD) - draw_barrier_corner(fe, ds, -1, y, DR, phase); + draw_barrier_corner(dr, ds, -1, y, DR, phase); if (barrier(state, 0, y) & L) - draw_barrier(fe, ds, -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, 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, 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, ds->width, y, L, phase); + draw_barrier(dr, ds, ds->width, y, L, phase); } } @@ -1592,13 +1590,13 @@ 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, ds, x, 0, +1, 0); - draw_arrow(fe, ds, x+1, ds->height, -1, 0); + draw_arrow(dr, ds, x, 0, +1, 0); + draw_arrow(dr, ds, x+1, ds->height, -1, 0); } for (y = 0; y < ds->height; y++) { if (y == state->cy) continue; - draw_arrow(fe, ds, ds->width, y, 0, +1); - draw_arrow(fe, ds, 0, y+1, 0, -1); + draw_arrow(dr, ds, ds->width, y, 0, +1); + draw_arrow(dr, ds, 0, y+1, 0, -1); } } @@ -1644,7 +1642,7 @@ 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); @@ -1678,15 +1676,15 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, float xs = (y == state->last_move_row ? xshift : 0.0); float ys = (x == state->last_move_col ? yshift : 0.0); - draw_tile(fe, ds, state, x, y, c, xs, ys); + draw_tile(dr, ds, state, x, y, c, xs, ys); if (xs < 0 && x == 0) - draw_tile(fe, ds, 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, ds, 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, ds, 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, ds, 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; @@ -1697,9 +1695,9 @@ 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, ds, state, x, y); + draw_tile_barriers(dr, ds, state, x, y); - unclip(fe); + unclip(dr); /* * Update the status bar. @@ -1727,7 +1725,7 @@ 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); @@ -1736,13 +1734,6 @@ 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; } @@ -1771,14 +1762,17 @@ static float game_flash_length(game_state *oldstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_timing_state(game_state *state, game_ui *ui) { - return TRUE; + return FALSE; } -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 FALSE; } #ifdef COMBINED @@ -1786,7 +1780,7 @@ static int game_timing_state(game_state *state) #endif const struct game thegame = { - "Netslide", "games.netslide", + "Netslide", "games.netslide", "netslide", default_params, game_fetch_preset, decode_params, @@ -1816,7 +1810,8 @@ const struct game thegame = { 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 */ };