X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/6aa6af4c00e72c789d76949d735ccb07da5e47a1..f3cc3e50490f3409b85f805dae9872e09f42bd7d:/netslide.c diff --git a/netslide.c b/netslide.c index 324946e..22517f4 100644 --- a/netslide.c +++ b/netslide.c @@ -13,8 +13,6 @@ #include "puzzles.h" #include "tree234.h" -#define PI 3.141592653589793238462643383279502884197169399 - #define MATMUL(xr,yr,m,x,y) do { \ float rx, ry, xx = (x), yy = (y), *mat = (m); \ rx = mat[0] * xx + mat[2] * yy; \ @@ -54,7 +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 @@ -131,7 +130,7 @@ static int xyd_cmp(void *av, void *bv) { if (a->direction > b->direction) return +1; return 0; -}; +} static struct xyd *new_xyd(int x, int y, int direction) { @@ -163,34 +162,35 @@ static game_params *default_params(void) return ret; } +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"}, +}; + static int game_fetch_preset(int i, char **name, game_params **params) { game_params *ret; char str[80]; - static const struct { int x, y, wrap, bprob; const char* desc; } values[] = { - {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"}, - }; - - if (i < 0 || i >= lenof(values)) + + if (i < 0 || i >= lenof(netslide_presets)) return FALSE; ret = snew(game_params); - ret->width = values[i].x; - ret->height = values[i].y; - ret->wrapping = values[i].wrap; - ret->barrier_probability = values[i].bprob; + 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->movetarget = 0; - sprintf(str, "%dx%d%s", ret->width, ret->height, - values[i].desc); + sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc); *name = dupstr(str); *params = ret; @@ -316,12 +316,8 @@ static game_params *custom_params(config_item *cfg) static char *validate_params(game_params *params) { - if (params->width <= 1 && params->height <= 1) + if (params->width <= 1 || params->height <= 1) return "Width and height must both be greater than one"; - if (params->width <= 1) - return "Width must be greater than one"; - if (params->height <= 1) - return "Height must be greater than one"; if (params->barrier_probability < 0) return "Barrier probability may not be negative"; if (params->barrier_probability > 1) @@ -422,7 +418,7 @@ 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 @@ -449,7 +445,7 @@ 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 @@ -476,7 +472,7 @@ 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 @@ -511,7 +507,7 @@ 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 @@ -1050,8 +1046,20 @@ static void slide_col(game_state *state, int dir, int col) slide_col_int(state->width, state->height, state->tiles, dir, col); } +static void game_changed_state(game_ui *ui, game_state *oldstate, + game_state *newstate) +{ +} + +struct game_drawstate { + int started; + int width, height; + int tilesize; + unsigned char *visible; +}; + static game_state *make_move(game_state *state, game_ui *ui, - int x, int y, int button) + game_drawstate *ds, int x, int y, int button) { int cx, cy; int n, dx, dy; @@ -1131,12 +1139,6 @@ 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; - unsigned char *visible; -}; - static game_drawstate *game_new_drawstate(game_state *state) { game_drawstate *ds = snew(game_drawstate); @@ -1145,6 +1147,7 @@ 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); return ds; @@ -1156,8 +1159,25 @@ 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 two more + * than the grid dimension (the border containing the arrows is + * the same width as the tiles), plus TILE_BORDER, plus twice + * WINDOW_OFFSET. + */ + tsx = (*x - 2*WINDOW_OFFSET - TILE_BORDER) / (params->width + 2); + tsy = (*y - 2*WINDOW_OFFSET - TILE_BORDER) / (params->height + 2); + ts = min(tsx, tsy); + + if (expand) + ds->tilesize = ts; + else + ds->tilesize = min(ts, PREFERRED_TILE_SIZE); + *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER; *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER; } @@ -1248,7 +1268,8 @@ static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2, draw_rect(fe, 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(frontend *fe, 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; @@ -1276,7 +1297,8 @@ static void draw_barrier_corner(frontend *fe, int x, int y, int dir, int phase) } } -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 = BORDER + WINDOW_OFFSET + TILE_SIZE * x; int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y; @@ -1294,8 +1316,8 @@ static void draw_barrier(frontend *fe, int x, int y, int dir, int phase) } } -static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, - float xshift, float yshift) +static void draw_tile(frontend *fe, 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); @@ -1433,7 +1455,8 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, int tile, draw_update(fe, 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(frontend *fe, game_drawstate *ds, + game_state *state, int x, int y) { int phase; int dir; @@ -1445,16 +1468,17 @@ 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(fe, 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(fe, ds, x, y, dir, phase); } draw_update(fe, 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(frontend *fe, game_drawstate *ds, + int x, int y, int xdx, int xdy) { int coords[14]; int ydy = -xdx, ydx = xdy; @@ -1507,32 +1531,32 @@ 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(fe, ds, x, -1, LD, phase); if (barrier(state, x, 0) & RU) - draw_barrier_corner(fe, x, -1, DR, phase); + draw_barrier_corner(fe, ds, x, -1, DR, phase); if (barrier(state, x, 0) & U) - draw_barrier(fe, x, -1, D, phase); + draw_barrier(fe, 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(fe, 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(fe, ds, x, ds->height, UL, phase); if (barrier(state, x, ds->height-1) & D) - draw_barrier(fe, x, ds->height, U, phase); + draw_barrier(fe, 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(fe, ds, -1, y, RU, phase); if (barrier(state, 0, y) & LD) - draw_barrier_corner(fe, -1, y, DR, phase); + draw_barrier_corner(fe, ds, -1, y, DR, phase); if (barrier(state, 0, y) & L) - draw_barrier(fe, -1, y, R, phase); + draw_barrier(fe, 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(fe, 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(fe, ds, ds->width, y, LD, phase); if (barrier(state, ds->width-1, y) & R) - draw_barrier(fe, ds->width, y, L, phase); + draw_barrier(fe, ds, ds->width, y, L, phase); } } @@ -1541,13 +1565,13 @@ 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, x, 0, +1, 0); - draw_arrow(fe, x+1, ds->height, -1, 0); + draw_arrow(fe, ds, x, 0, +1, 0); + draw_arrow(fe, ds, x+1, ds->height, -1, 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(fe, ds, ds->width, y, 0, +1); + draw_arrow(fe, ds, 0, y+1, 0, -1); } } @@ -1627,15 +1651,15 @@ 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, state, x, y, c, xs, ys); + draw_tile(fe, ds, state, x, y, c, xs, ys); if (xs < 0 && x == 0) - draw_tile(fe, state, state->width, y, c, xs, ys); + draw_tile(fe, 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(fe, 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(fe, 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(fe, 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; @@ -1646,7 +1670,7 @@ 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(fe, ds, state, x, y); unclip(fe); @@ -1754,6 +1778,7 @@ const struct game thegame = { FALSE, game_text_format, new_ui, free_ui, + game_changed_state, make_move, game_size, game_colours, @@ -1764,4 +1789,5 @@ const struct game thegame = { game_flash_length, game_wants_statusbar, FALSE, game_timing_state, + 0, /* mouse_priorities */ };