X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/9350f6e3b9903d3dec20d261b4688125fead4f01..HEAD:/mines.c diff --git a/mines.c b/mines.c index cf32064..abd1ad8 100644 --- a/mines.c +++ b/mines.c @@ -22,12 +22,18 @@ enum { COL_1, COL_2, COL_3, COL_4, COL_5, COL_6, COL_7, COL_8, COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY, COL_HIGHLIGHT, COL_LOWLIGHT, + COL_WRONGNUMBER, + COL_CURSOR, NCOLOURS }; #define PREFERRED_TILE_SIZE 20 #define TILE_SIZE (ds->tilesize) +#ifdef SMALL_SCREEN +#define BORDER 8 +#else #define BORDER (TILE_SIZE * 3 / 2) +#endif #define HIGHLIGHT_WIDTH (TILE_SIZE / 10) #define OUTER_HIGHLIGHT_WIDTH (BORDER / 10) #define COORD(x) ( (x) * TILE_SIZE + BORDER ) @@ -53,12 +59,12 @@ struct mine_layout { */ int n, unique; random_state *rs; - midend_data *me; /* to give back the new game desc */ + midend *me; /* to give back the new game desc */ }; struct game_state { int w, h, n, dead, won; - int used_solve, just_used_solve; + int used_solve; struct mine_layout *layout; /* real mine positions */ signed char *grid; /* player knowledge */ /* @@ -101,8 +107,10 @@ static const struct game_params mines_presets[] = { {9, 9, 35, TRUE}, {16, 16, 40, TRUE}, {16, 16, 99, TRUE}, +#ifndef SMALL_SCREEN {30, 16, 99, TRUE}, {30, 16, 170, TRUE}, +#endif }; static int game_fetch_preset(int i, char **name, game_params **params) @@ -275,14 +283,16 @@ static char *validate_params(game_params *params, int full) /* * Count the bits in a word. Only needs to cope with 16 bits. */ -static int bitcount16(int word) +static int bitcount16(int inword) { + unsigned int word = inword; + word = ((word & 0xAAAA) >> 1) + (word & 0x5555); word = ((word & 0xCCCC) >> 2) + (word & 0x3333); word = ((word & 0xF0F0) >> 4) + (word & 0x0F0F); word = ((word & 0xFF00) >> 8) + (word & 0x00FF); - return word; + return (int)word; } /* @@ -2157,17 +2167,17 @@ static int open_square(game_state *state, int x, int y) return 0; } -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 i, wh, x, y, ret, masked; + int i, wh, x, y, masked; unsigned char *bmp; state->w = params->w; state->h = params->h; state->n = params->n; state->dead = state->won = FALSE; - state->used_solve = state->just_used_solve = FALSE; + state->used_solve = FALSE; wh = state->w * state->h; @@ -2255,7 +2265,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) } if (x >= 0 && y >= 0) - ret = open_square(state, x, y); + open_square(state, x, y); sfree(bmp); } @@ -2272,7 +2282,6 @@ static game_state *dup_game(game_state *state) ret->dead = state->dead; ret->won = state->won; ret->used_solve = state->used_solve; - ret->just_used_solve = state->just_used_solve; ret->layout = state->layout; ret->layout->refcount++; ret->grid = snewn(ret->w * ret->h, signed char); @@ -2304,6 +2313,11 @@ static char *solve_game(game_state *state, game_state *currstate, return dupstr("S"); } +static int game_can_format_as_text_now(game_params *params) +{ + return TRUE; +} + static char *game_text_format(game_state *state) { char *ret; @@ -2336,7 +2350,8 @@ struct game_ui { int hx, hy, hradius; /* for mouse-down highlights */ int validradius; int flash_is_death; - int deaths; + int deaths, completed; + int cur_x, cur_y, cur_visible; }; static game_ui *new_ui(game_state *state) @@ -2345,7 +2360,9 @@ static game_ui *new_ui(game_state *state) ui->hx = ui->hy = -1; ui->hradius = ui->validradius = 0; ui->deaths = 0; + ui->completed = FALSE; ui->flash_is_death = FALSE; /* *shrug* */ + ui->cur_x = ui->cur_y = ui->cur_visible = 0; return ui; } @@ -2358,24 +2375,32 @@ static char *encode_ui(game_ui *ui) { char buf[80]; /* - * The deaths counter needs preserving across a serialisation. + * The deaths counter and completion status need preserving + * across a serialisation. */ sprintf(buf, "D%d", ui->deaths); + if (ui->completed) + strcat(buf, "C"); return dupstr(buf); } static void decode_ui(game_ui *ui, char *encoding) { - sscanf(encoding, "D%d", &ui->deaths); + int p= 0; + sscanf(encoding, "D%d%n", &ui->deaths, &p); + if (encoding[p] == 'C') + ui->completed = TRUE; } static void game_changed_state(game_ui *ui, game_state *oldstate, game_state *newstate) { + if (newstate->won) + ui->completed = TRUE; } struct game_drawstate { - int w, h, started, tilesize; + int w, h, started, tilesize, bg; signed char *grid; /* * Items in this `grid' array have all the same values as in @@ -2387,9 +2412,10 @@ struct game_drawstate { * - -22 and -23 mean the tile is highlighted for a possible * click. */ + int cur_x, cur_y; /* -1, -1 for no cursor displayed. */ }; -static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, +static char *interpret_move(game_state *from, game_ui *ui, const game_drawstate *ds, int x, int y, int button) { int cx, cy; @@ -2398,13 +2424,42 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, if (from->dead || from->won) return NULL; /* no further moves permitted */ - if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) && - !IS_MOUSE_RELEASE(button)) - return NULL; - cx = FROMCOORD(x); cy = FROMCOORD(y); + if (IS_CURSOR_MOVE(button)) { + move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0); + ui->cur_visible = 1; + return ""; + } + if (IS_CURSOR_SELECT(button)) { + int v = from->grid[ui->cur_y * from->w + ui->cur_x]; + + if (!ui->cur_visible) { + ui->cur_visible = 1; + return ""; + } + if (button == CURSOR_SELECT2) { + /* As for RIGHT_BUTTON; only works on covered square. */ + if (v != -2 && v != -1) + return NULL; + sprintf(buf, "F%d,%d", ui->cur_x, ui->cur_y); + return dupstr(buf); + } + /* Otherwise, treat as LEFT_BUTTON, for a single square. */ + if (v == -2 || v == -3) { + if (from->layout->mines && + from->layout->mines[ui->cur_y * from->w + ui->cur_x]) + ui->deaths++; + + sprintf(buf, "O%d,%d", ui->cur_x, ui->cur_y); + return dupstr(buf); + } + cx = ui->cur_x; cy = ui->cur_y; + ui->validradius = 1; + goto uncover; + } + if (button == LEFT_BUTTON || button == LEFT_DRAG || button == MIDDLE_BUTTON || button == MIDDLE_DRAG) { if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h) @@ -2421,6 +2476,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, ui->validradius = ui->hradius; else if (button == MIDDLE_BUTTON) ui->validradius = 1; + ui->cur_visible = 0; return ""; } @@ -2470,7 +2526,12 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, sprintf(buf, "O%d,%d", cx, cy); return dupstr(buf); } + goto uncover; + } + return NULL; +uncover: + { /* * Left-clicking or middle-clicking on an uncovered tile: * first we check to see if the number of mine markers @@ -2527,8 +2588,6 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, return ""; } - - return NULL; } static game_state *execute_move(game_state *from, char *move) @@ -2537,40 +2596,62 @@ static game_state *execute_move(game_state *from, char *move) game_state *ret; if (!strcmp(move, "S")) { - /* - * Simply expose the entire grid as if it were a completed - * solution. - */ int yy, xx; ret = dup_game(from); - for (yy = 0; yy < ret->h; yy++) - for (xx = 0; xx < ret->w; xx++) { - - if (ret->layout->mines[yy*ret->w+xx]) { - ret->grid[yy*ret->w+xx] = -1; - } else { - int dx, dy, v; - - v = 0; - - for (dx = -1; dx <= +1; dx++) - for (dy = -1; dy <= +1; dy++) - if (xx+dx >= 0 && xx+dx < ret->w && - yy+dy >= 0 && yy+dy < ret->h && - ret->layout->mines[(yy+dy)*ret->w+(xx+dx)]) - v++; - - ret->grid[yy*ret->w+xx] = v; - } - } - ret->used_solve = ret->just_used_solve = TRUE; - ret->won = TRUE; + if (!ret->dead) { + /* + * If the player is still alive at the moment of pressing + * Solve, expose the entire grid as if it were a completed + * solution. + */ + for (yy = 0; yy < ret->h; yy++) + for (xx = 0; xx < ret->w; xx++) { + + if (ret->layout->mines[yy*ret->w+xx]) { + ret->grid[yy*ret->w+xx] = -1; + } else { + int dx, dy, v; + + v = 0; + + for (dx = -1; dx <= +1; dx++) + for (dy = -1; dy <= +1; dy++) + if (xx+dx >= 0 && xx+dx < ret->w && + yy+dy >= 0 && yy+dy < ret->h && + ret->layout->mines[(yy+dy)*ret->w+(xx+dx)]) + v++; + + ret->grid[yy*ret->w+xx] = v; + } + } + } else { + /* + * If the player pressed Solve _after dying_, show a full + * corrections grid in the style of standard Minesweeper. + * Players who don't like Mines's behaviour on death of + * only showing the mine that killed you (so that in case + * of a typo you can undo and carry on without the rest of + * the grid being spoiled) can use this to get the display + * that ordinary Minesweeper would have given them. + */ + for (yy = 0; yy < ret->h; yy++) + for (xx = 0; xx < ret->w; xx++) { + int pos = yy*ret->w+xx; + if ((ret->grid[pos] == -2 || ret->grid[pos] == -3) && + ret->layout->mines[pos]) { + ret->grid[pos] = 64; + } else if (ret->grid[pos] == -1 && + !ret->layout->mines[pos]) { + ret->grid[pos] = 66; + } + } + } + ret->used_solve = TRUE; return ret; } else { ret = dup_game(from); - ret->just_used_solve = FALSE; while (*move) { if (move[0] == 'F' && @@ -2621,21 +2702,21 @@ static void game_compute_size(game_params *params, int tilesize, *y = BORDER * 2 + TILE_SIZE * params->h; } -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 = snewn(3 * NCOLOURS, float); frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); - ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0; - ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0; - ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0; + ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0F / 20.0F; + ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0F / 20.0F; + ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0F / 20.0F; ret[COL_1 * 3 + 0] = 0.0F; ret[COL_1 * 3 + 1] = 0.0F; @@ -2697,15 +2778,24 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours) ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; - ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0; - ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0; - ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0; + ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F; + ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F; + ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F; + + ret[COL_WRONGNUMBER * 3 + 0] = 1.0F; + ret[COL_WRONGNUMBER * 3 + 1] = 0.6F; + ret[COL_WRONGNUMBER * 3 + 2] = 0.6F; + + /* Red tinge to a light colour, for the cursor. */ + ret[COL_CURSOR * 3 + 0] = ret[COL_HIGHLIGHT * 3 + 0]; + ret[COL_CURSOR * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F; + ret[COL_CURSOR * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F; *ncolours = 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); @@ -2714,19 +2804,21 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->started = FALSE; ds->tilesize = 0; /* not decided yet */ ds->grid = snewn(ds->w * ds->h, signed char); + ds->bg = -1; + ds->cur_x = ds->cur_y = -1; memset(ds->grid, -99, ds->w * ds->h); 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); } -static void draw_tile(frontend *fe, game_drawstate *ds, +static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v, int bg) { if (v < 0) { @@ -2739,10 +2831,10 @@ static void draw_tile(frontend *fe, game_drawstate *ds, /* * Omit the highlights in this case. */ - draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, + draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE, bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg); - draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); - draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); + draw_line(dr, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); + draw_line(dr, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); } else { /* * Draw highlights to indicate the square is covered. @@ -2753,14 +2845,14 @@ static void draw_tile(frontend *fe, game_drawstate *ds, coords[3] = y; coords[4] = x; coords[5] = y + TILE_SIZE - 1; - draw_polygon(fe, coords, 3, COL_LOWLIGHT ^ hl, COL_LOWLIGHT ^ hl); + draw_polygon(dr, coords, 3, COL_LOWLIGHT ^ hl, COL_LOWLIGHT ^ hl); coords[0] = x; coords[1] = y; - draw_polygon(fe, coords, 3, COL_HIGHLIGHT ^ hl, + draw_polygon(dr, coords, 3, COL_HIGHLIGHT ^ hl, COL_HIGHLIGHT ^ hl); - 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, bg); } @@ -2770,28 +2862,28 @@ static void draw_tile(frontend *fe, game_drawstate *ds, * Draw a flag. */ #define SETCOORD(n, dx, dy) do { \ - coords[(n)*2+0] = x + TILE_SIZE * (dx); \ - coords[(n)*2+1] = y + TILE_SIZE * (dy); \ + coords[(n)*2+0] = x + (int)(TILE_SIZE * (dx)); \ + coords[(n)*2+1] = y + (int)(TILE_SIZE * (dy)); \ } while (0) - SETCOORD(0, 0.6, 0.35); - SETCOORD(1, 0.6, 0.7); - SETCOORD(2, 0.8, 0.8); - SETCOORD(3, 0.25, 0.8); - SETCOORD(4, 0.55, 0.7); - SETCOORD(5, 0.55, 0.35); - draw_polygon(fe, coords, 6, COL_FLAGBASE, COL_FLAGBASE); - - SETCOORD(0, 0.6, 0.2); - SETCOORD(1, 0.6, 0.5); - SETCOORD(2, 0.2, 0.35); - draw_polygon(fe, coords, 3, COL_FLAG, COL_FLAG); + SETCOORD(0, 0.6F, 0.35F); + SETCOORD(1, 0.6F, 0.7F); + SETCOORD(2, 0.8F, 0.8F); + SETCOORD(3, 0.25F, 0.8F); + SETCOORD(4, 0.55F, 0.7F); + SETCOORD(5, 0.55F, 0.35F); + draw_polygon(dr, coords, 6, COL_FLAGBASE, COL_FLAGBASE); + + SETCOORD(0, 0.6F, 0.2F); + SETCOORD(1, 0.6F, 0.5F); + SETCOORD(2, 0.2F, 0.35F); + draw_polygon(dr, coords, 3, COL_FLAG, COL_FLAG); #undef SETCOORD } else if (v == -3) { /* * Draw a question mark. */ - draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, + draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2, FONT_VARIABLE, TILE_SIZE * 6 / 8, ALIGN_VCENTRE | ALIGN_HCENTRE, COL_QUERY, "?"); @@ -2804,11 +2896,15 @@ static void draw_tile(frontend *fe, game_drawstate *ds, * Exception is that for value 65 (mine we've just trodden * on), we clear the square to COL_BANG. */ - draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, + if (v & 32) { + bg = COL_WRONGNUMBER; + v &= ~32; + } + draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE, (v == 65 ? COL_BANG : bg == COL_BACKGROUND ? COL_BACKGROUND2 : bg)); - draw_line(fe, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); - draw_line(fe, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); + draw_line(dr, x, y, x + TILE_SIZE - 1, y, COL_LOWLIGHT); + draw_line(dr, x, y, x, y + TILE_SIZE - 1, COL_LOWLIGHT); if (v > 0 && v <= 8) { /* @@ -2817,7 +2913,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, char str[2]; str[0] = v + '0'; str[1] = '\0'; - draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, + draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2, FONT_VARIABLE, TILE_SIZE * 7 / 8, ALIGN_VCENTRE | ALIGN_HCENTRE, (COL_1 - 1) + v, str); @@ -2825,48 +2921,17 @@ static void draw_tile(frontend *fe, game_drawstate *ds, } else if (v >= 64) { /* * Mark a mine. - * - * FIXME: this could be done better! */ -#if 0 - draw_text(fe, x + TILE_SIZE / 2, y + TILE_SIZE / 2, - FONT_VARIABLE, TILE_SIZE * 7 / 8, - ALIGN_VCENTRE | ALIGN_HCENTRE, - COL_MINE, "*"); -#else { int cx = x + TILE_SIZE / 2; int cy = y + TILE_SIZE / 2; int r = TILE_SIZE / 2 - 3; - int coords[4*5*2]; - int xdx = 1, xdy = 0, ydx = 0, ydy = 1; - int tdx, tdy, i; - - for (i = 0; i < 4*5*2; i += 5*2) { - coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx; - coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy; - coords[i+2*1+0] = cx - r/6*xdx + r*ydx; - coords[i+2*1+1] = cy - r/6*xdy + r*ydy; - coords[i+2*2+0] = cx + r/6*xdx + r*ydx; - coords[i+2*2+1] = cy + r/6*xdy + r*ydy; - coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx; - coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy; - coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx; - coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy; - - tdx = ydx; - tdy = ydy; - ydx = xdx; - ydy = xdy; - xdx = -tdx; - xdy = -tdy; - } - - draw_polygon(fe, coords, 5*4, COL_MINE, COL_MINE); - draw_rect(fe, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); + draw_circle(dr, cx, cy, 5*r/6, COL_MINE, COL_MINE); + draw_rect(dr, cx - r/6, cy - r, 2*(r/6)+1, 2*r+1, COL_MINE); + draw_rect(dr, cx - r, cy - r/6, 2*r+1, 2*(r/6)+1, COL_MINE); + draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); } -#endif if (v == 66) { /* @@ -2874,10 +2939,10 @@ static void draw_tile(frontend *fe, game_drawstate *ds, */ int dx; for (dx = -1; dx <= +1; dx++) { - draw_line(fe, x + 3 + dx, y + 2, + draw_line(dr, x + 3 + dx, y + 2, x + TILE_SIZE - 3 + dx, y + TILE_SIZE - 2, COL_CROSS); - draw_line(fe, x + TILE_SIZE - 3 + dx, y + 2, + draw_line(dr, x + TILE_SIZE - 3 + dx, y + 2, x + 3 + dx, y + TILE_SIZE - 2, COL_CROSS); } @@ -2885,18 +2950,19 @@ static void draw_tile(frontend *fe, game_drawstate *ds, } } - draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); + draw_update(dr, x, y, 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 animtime, float flashtime) { int x, y; int mines, markers, bg; + int cx = -1, cy = -1, cmoved; if (flashtime) { - int frame = (flashtime / FLASH_FRAME); + int frame = (int)(flashtime / FLASH_FRAME); if (frame % 2) bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT); else @@ -2907,10 +2973,10 @@ 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); @@ -2927,15 +2993,19 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, coords[9] = COORD(state->h) + OUTER_HIGHLIGHT_WIDTH - 1; coords[6] = coords[8] + TILE_SIZE; coords[7] = coords[9] - TILE_SIZE; - draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT); + draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT); coords[1] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; coords[0] = COORD(0) - OUTER_HIGHLIGHT_WIDTH; - draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); + draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); ds->started = TRUE; } + if (ui->cur_visible) cx = ui->cur_x; + if (ui->cur_visible) cy = ui->cur_y; + cmoved = (cx != ds->cur_x || cy != ds->cur_y); + /* * Now draw the tiles. Also in this loop, count up the number * of mines and mine markers. @@ -2943,22 +3013,49 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, mines = markers = 0; for (y = 0; y < ds->h; y++) for (x = 0; x < ds->w; x++) { - int v = state->grid[y*ds->w+x]; + int v = state->grid[y*ds->w+x], cc = 0; if (v == -1) markers++; if (state->layout->mines && state->layout->mines[y*ds->w+x]) mines++; + if (v >= 0 && v <= 8) { + /* + * Count up the flags around this tile, and if + * there are too _many_, highlight the tile. + */ + int dx, dy, flags = 0; + + for (dy = -1; dy <= +1; dy++) + for (dx = -1; dx <= +1; dx++) { + int nx = x+dx, ny = y+dy; + if (nx >= 0 && nx < ds->w && + ny >= 0 && ny < ds->h && + state->grid[ny*ds->w+nx] == -1) + flags++; + } + + if (flags > v) + v |= 32; + } + if ((v == -2 || v == -3) && (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius)) v -= 20; - if (ds->grid[y*ds->w+x] != v || bg != COL_BACKGROUND) { - draw_tile(fe, ds, COORD(x), COORD(y), v, bg); - ds->grid[y*ds->w+x] = (bg == COL_BACKGROUND ? v : -10); + if (cmoved && /* if cursor has moved, force redraw of curr and prev pos */ + ((x == cx && y == cy) || (x == ds->cur_x && y == ds->cur_y))) + cc = 1; + + if (ds->grid[y*ds->w+x] != v || bg != ds->bg || cc) { + draw_tile(dr, ds, COORD(x), COORD(y), v, + (x == cx && y == cy) ? COL_CURSOR : bg); + ds->grid[y*ds->w+x] = v; } } + ds->bg = bg; + ds->cur_x = cx; ds->cur_y = cy; if (!state->layout->mines) mines = state->layout->n; @@ -2981,7 +3078,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, if (ui->deaths) sprintf(statusbar + strlen(statusbar), " Deaths: %d", ui->deaths); - status_bar(fe, statusbar); + status_bar(dr, statusbar); } } @@ -3010,24 +3107,37 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_status(game_state *state) { - return TRUE; + /* + * We report the game as lost only if the player has used the + * Solve function to reveal all the mines. Otherwise, we assume + * they'll undo and continue play. + */ + return state->won ? (state->used_solve ? -1 : +1) : 0; } -static int game_timing_state(game_state *state) +static int game_timing_state(game_state *state, game_ui *ui) { - if (state->dead || state->won || !state->layout->mines) + if (state->dead || state->won || ui->completed || !state->layout->mines) return FALSE; 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 mines #endif const struct game thegame = { - "Mines", "games.mines", + "Mines", "games.mines", "mines", default_params, game_fetch_preset, decode_params, @@ -3042,7 +3152,7 @@ const struct game thegame = { dup_game, free_game, TRUE, solve_game, - TRUE, game_text_format, + TRUE, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui, @@ -3057,9 +3167,11 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, - game_wants_statusbar, + game_status, + FALSE, FALSE, game_print_size, game_print, + TRUE, /* wants_statusbar */ TRUE, game_timing_state, - BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON), + BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON) | REQUIRE_RBUTTON, }; #ifdef STANDALONE_OBFUSCATOR @@ -3075,41 +3187,8 @@ const struct game thegame = { * 9x9:4,4,004000007c00010022080 * $ ./mineobfusc 9x9:4,4,004000007c00010022080 * 9x9:4,4,mb071b49fbd1cb6a0d5868 - * - * gcc -DSTANDALONE_OBFUSCATOR -o mineobfusc mines.c malloc.c random.c tree234.c misc.c */ -#include - -void frontend_default_colour(frontend *fe, float *output) {} -void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, - int align, int colour, char *text) {} -void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {} -void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {} -void draw_polygon(frontend *fe, int *coords, int npoints, - int fillcolour, int outlinecolour) {} -void clip(frontend *fe, int x, int y, int w, int h) {} -void unclip(frontend *fe) {} -void start_draw(frontend *fe) {} -void draw_update(frontend *fe, int x, int y, int w, int h) {} -void end_draw(frontend *fe) {} -void midend_supersede_game_desc(midend_data *me, char *desc, char *privdesc) {} -void status_bar(frontend *fe, char *text) {} - -void fatal(char *fmt, ...) -{ - va_list ap; - - fprintf(stderr, "fatal error: "); - - va_start(ap, fmt); - vfprintf(stderr, fmt, ap); - va_end(ap); - - fprintf(stderr, "\n"); - exit(1); -} - int main(int argc, char **argv) { game_params *p; @@ -3164,3 +3243,5 @@ int main(int argc, char **argv) } #endif + +/* vim: set shiftwidth=4 tabstop=8: */