X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/23e8c9fdb7d4aa0ee81226b92540e84225c03d9e..badb093da17186904490aa99fccd09fdf3925e79:/net.c diff --git a/net.c b/net.c index 33af6c6..8bfd899 100644 --- a/net.c +++ b/net.c @@ -43,7 +43,8 @@ #define COUNT(x) ( (((x) & 0x08) >> 3) + (((x) & 0x04) >> 2) + \ (((x) & 0x02) >> 1) + ((x) & 0x01) ) -#define TILE_SIZE 32 +#define PREFERRED_TILE_SIZE 32 +#define TILE_SIZE (ds->tilesize) #define TILE_BORDER 1 #define WINDOW_OFFSET 16 @@ -1229,7 +1230,7 @@ static char *new_game_desc(game_params *params, random_state *rs, OFFSET(x2, y2, x1, y1, d1, params); d2 = F(d1); -#ifdef DEBUG +#ifdef GENERATION_DIAGNOSTICS printf("picked (%d,%d,%c) <-> (%d,%d,%c)\n", x1, y1, "0RU3L567D9abcdef"[d1], x2, y2, "0RU3L567D9abcdef"[d2]); #endif @@ -1256,7 +1257,7 @@ static char *new_game_desc(game_params *params, random_state *rs, xydp = find234(possibilities, &xyd1, NULL); if (xydp) { -#ifdef DEBUG +#ifdef GENERATION_DIAGNOSTICS printf("T-piece; removing (%d,%d,%c)\n", xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); #endif @@ -1283,7 +1284,7 @@ static char *new_game_desc(game_params *params, random_state *rs, xydp = find234(possibilities, &xyd1, NULL); if (xydp) { -#ifdef DEBUG +#ifdef GENERATION_DIAGNOSTICS printf("Loop avoidance; removing (%d,%d,%c)\n", xydp->x, xydp->y, "0RU3L567D9abcdef"[xydp->direction]); #endif @@ -1318,7 +1319,7 @@ static char *new_game_desc(game_params *params, random_state *rs, if (index(params, tiles, x3, y3)) continue; /* this would create a loop */ -#ifdef DEBUG +#ifdef GENERATION_DIAGNOSTICS printf("New frontier; adding (%d,%d,%c)\n", x2, y2, "0RU3L567D9abcdef"[d]); #endif @@ -1665,8 +1666,8 @@ static void free_game(game_state *state) sfree(state); } -static game_state *solve_game(game_state *state, game_aux_info *aux, - char **error) +static game_state *solve_game(game_state *state, game_state *currstate, + game_aux_info *aux, char **error) { game_state *ret; @@ -1786,6 +1787,19 @@ static void free_ui(game_ui *ui) sfree(ui); } +static void game_changed_state(game_ui *ui, game_state *oldstate, + game_state *newstate) +{ +} + +struct game_drawstate { + int started; + int width, height; + int org_x, org_y; + int tilesize; + unsigned char *visible; +}; + /* ---------------------------------------------------------------------- * Process a move. */ @@ -1857,10 +1871,11 @@ static game_state *make_move(game_state *state, game_ui *ui, } return state; /* UI activity has occurred */ } else if (button == 'a' || button == 's' || button == 'd' || - button == 'A' || button == 'S' || button == 'D') { + button == 'A' || button == 'S' || button == 'D' || + button == CURSOR_SELECT) { tx = ui->cur_x; ty = ui->cur_y; - if (button == 'a' || button == 'A') + if (button == 'a' || button == 'A' || button == CURSOR_SELECT) button = LEFT_BUTTON; else if (button == 's' || button == 'S') button = MIDDLE_BUTTON; @@ -1972,13 +1987,6 @@ 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; - int org_x, org_y; - unsigned char *visible; -}; - static game_drawstate *game_new_drawstate(game_state *state) { game_drawstate *ds = snew(game_drawstate); @@ -1988,6 +1996,7 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->height = state->height; ds->org_x = ds->org_y = -1; ds->visible = snewn(state->width * state->height, unsigned char); + ds->tilesize = 0; /* undecided yet */ memset(ds->visible, 0xFF, state->width * state->height); return ds; @@ -1999,8 +2008,23 @@ static void game_free_drawstate(game_drawstate *ds) sfree(ds); } -static void game_size(game_params *params, int *x, int *y) +static void game_size(game_params *params, game_drawstate *ds, int *x, int *y, + int expand) { + int tsx, tsy, ts; + /* + * Each window dimension equals the tile size times the grid + * dimension, plus TILE_BORDER, plus twice WINDOW_OFFSET. + */ + tsx = (*x - 2*WINDOW_OFFSET - TILE_BORDER) / params->width; + tsy = (*y - 2*WINDOW_OFFSET - TILE_BORDER) / params->height; + ts = min(tsx, tsy); + + if (expand) + ds->tilesize = ts; + else + ds->tilesize = min(ts, PREFERRED_TILE_SIZE); + *x = WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; *y = WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; } @@ -2087,8 +2111,8 @@ static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, /* * draw_barrier_corner() and draw_barrier() are passed physical coords */ -static void draw_barrier_corner(frontend *fe, int x, int y, int dx, int dy, - int phase) +static void draw_barrier_corner(frontend *fe, game_drawstate *ds, + int x, int y, int dx, int dy, int phase) { int bx = WINDOW_OFFSET + TILE_SIZE * x; int by = WINDOW_OFFSET + TILE_SIZE * y; @@ -2111,7 +2135,8 @@ static void draw_barrier_corner(frontend *fe, int x, int y, int dx, int dy, } } -static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) +static void draw_barrier(frontend *fe, game_drawstate *ds, + int x, int y, int dir, int phase) { int bx = WINDOW_OFFSET + TILE_SIZE * x; int by = WINDOW_OFFSET + TILE_SIZE * y; @@ -2333,7 +2358,7 @@ static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds, * At least one barrier terminates here. Draw a * corner. */ - draw_barrier_corner(fe, x, y, + draw_barrier_corner(fe, ds, x, y, X(dir)+X(A(dir)), Y(dir)+Y(A(dir)), phase); } @@ -2341,7 +2366,7 @@ static void draw_tile(frontend *fe, game_state *state, game_drawstate *ds, for (dir = 1; dir < 0x10; dir <<= 1) if (barrier(state, GX(x), GY(y)) & dir) - draw_barrier(fe, x, y, dir, phase); + draw_barrier(fe, ds, x, y, dir, phase); } unclip(fe); @@ -2383,38 +2408,38 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, for (x = 0; x < ds->width; x++) { if (x+1 < ds->width) { if (barrier(state, GX(x), GY(0)) & R) - draw_barrier_corner(fe, x, -1, +1, +1, phase); + draw_barrier_corner(fe, ds, x, -1, +1, +1, phase); if (barrier(state, GX(x), GY(ds->height-1)) & R) - draw_barrier_corner(fe, x, ds->height, +1, -1, phase); + draw_barrier_corner(fe, ds, x, ds->height, +1, -1, phase); } if (barrier(state, GX(x), GY(0)) & U) { - draw_barrier_corner(fe, x, -1, -1, +1, phase); - draw_barrier_corner(fe, x, -1, +1, +1, phase); - draw_barrier(fe, x, -1, D, phase); + draw_barrier_corner(fe, ds, x, -1, -1, +1, phase); + draw_barrier_corner(fe, ds, x, -1, +1, +1, phase); + draw_barrier(fe, ds, x, -1, D, phase); } if (barrier(state, GX(x), GY(ds->height-1)) & D) { - draw_barrier_corner(fe, x, ds->height, -1, -1, phase); - draw_barrier_corner(fe, x, ds->height, +1, -1, phase); - draw_barrier(fe, x, ds->height, U, phase); + draw_barrier_corner(fe, ds, x, ds->height, -1, -1, phase); + draw_barrier_corner(fe, ds, x, ds->height, +1, -1, phase); + draw_barrier(fe, ds, x, ds->height, U, phase); } } for (y = 0; y < ds->height; y++) { if (y+1 < ds->height) { if (barrier(state, GX(0), GY(y)) & D) - draw_barrier_corner(fe, -1, y, +1, +1, phase); + draw_barrier_corner(fe, ds, -1, y, +1, +1, phase); if (barrier(state, GX(ds->width-1), GY(y)) & D) - draw_barrier_corner(fe, ds->width, y, -1, +1, phase); + draw_barrier_corner(fe, ds, ds->width, y, -1, +1, phase); } if (barrier(state, GX(0), GY(y)) & L) { - draw_barrier_corner(fe, -1, y, +1, -1, phase); - draw_barrier_corner(fe, -1, y, +1, +1, phase); - draw_barrier(fe, -1, y, R, phase); + draw_barrier_corner(fe, ds, -1, y, +1, -1, phase); + draw_barrier_corner(fe, ds, -1, y, +1, +1, phase); + draw_barrier(fe, ds, -1, y, R, phase); } if (barrier(state, GX(ds->width-1), GY(y)) & R) { - draw_barrier_corner(fe, ds->width, y, -1, -1, phase); - draw_barrier_corner(fe, ds->width, y, -1, +1, phase); - draw_barrier(fe, ds->width, y, L, phase); + draw_barrier_corner(fe, ds, ds->width, y, -1, -1, phase); + draw_barrier_corner(fe, ds, ds->width, y, -1, +1, phase); + draw_barrier(fe, ds, ds->width, y, L, phase); } } } @@ -2591,6 +2616,7 @@ const struct game thegame = { FALSE, game_text_format, new_ui, free_ui, + game_changed_state, make_move, game_size, game_colours,