X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/ae8290c655dec864db8ef0dc6b59891d6434c71f..HEAD:/sixteen.c diff --git a/sixteen.c b/sixteen.c index a7e6efb..88c7ef4 100644 --- a/sixteen.c +++ b/sixteen.c @@ -44,7 +44,6 @@ struct game_state { int w, h, n; int *tiles; int completed; - int just_used_solve; /* used to suppress undo animation */ int used_solve; /* used to suppress completion flash */ int movecount, movetarget; int last_movement_sense; @@ -100,7 +99,7 @@ static void decode_params(game_params *ret, char const *string) { ret->w = ret->h = atoi(string); ret->movetarget = 0; - while (*string && isdigit(*string)) string++; + while (*string && isdigit((unsigned char)*string)) string++; if (*string == 'x') { string++; ret->h = atoi(string); @@ -172,7 +171,7 @@ 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->w < 2 || params->h < 2) return "Width and height must both be at least two"; @@ -195,7 +194,7 @@ static int perm_parity(int *perm, int n) } static char *new_game_desc(game_params *params, random_state *rs, - game_aux_info **aux, int interactive) + char **aux, int interactive) { int stop, n, i, x; int x1, x2, p1, p2; @@ -398,11 +397,6 @@ 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) { @@ -455,7 +449,7 @@ static char *validate_desc(game_params *params, char *desc) return err; } -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; @@ -479,7 +473,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) state->completed = state->movecount = 0; state->movetarget = params->movetarget; - state->used_solve = state->just_used_solve = FALSE; + state->used_solve = FALSE; state->last_movement_sense = 0; return state; @@ -498,7 +492,6 @@ static game_state *dup_game(game_state *state) ret->movecount = state->movecount; ret->movetarget = state->movetarget; ret->used_solve = state->used_solve; - ret->just_used_solve = state->just_used_solve; ret->last_movement_sense = state->last_movement_sense; return ret; @@ -511,11 +504,16 @@ static void free_game(game_state *state) } static char *solve_game(game_state *state, game_state *currstate, - game_aux_info *aux, char **error) + char *aux, char **error) { 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, *p, buf[80]; @@ -555,21 +553,32 @@ static char *game_text_format(game_state *state) return ret; } +struct game_ui { + int cur_x, cur_y; + int cur_visible; +}; + static game_ui *new_ui(game_state *state) { - return NULL; + game_ui *ui = snew(game_ui); + ui->cur_x = 0; + ui->cur_y = -1; + ui->cur_visible = FALSE; + + return ui; } static void free_ui(game_ui *ui) { + sfree(ui); } -char *encode_ui(game_ui *ui) +static char *encode_ui(game_ui *ui) { return NULL; } -void decode_ui(game_ui *ui, char *encoding) +static void decode_ui(game_ui *ui, char *encoding) { } @@ -583,20 +592,47 @@ struct game_drawstate { int w, h, bgcolour; int *tiles; int tilesize; + int cur_x, cur_y; }; -static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, +static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds, int x, int y, int button) { - int cx, cy, dx, dy; + int cx = -1, cy = -1, dx, dy; char buf[80]; button &= ~MOD_MASK; - if (button != LEFT_BUTTON && button != RIGHT_BUTTON) - return NULL; - cx = FROMCOORD(x); - cy = FROMCOORD(y); + if (IS_CURSOR_MOVE(button)) { + /* right/down rotates cursor clockwise, + * left/up rotates anticlockwise. */ + int cpos, diff; + cpos = c2pos(state->w, state->h, ui->cur_x, ui->cur_y); + diff = c2diff(state->w, state->h, ui->cur_x, ui->cur_y, button); + + cpos += diff; + pos2c(state->w, state->h, cpos, &ui->cur_x, &ui->cur_y); + + ui->cur_visible = 1; + return ""; + } + + if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { + cx = FROMCOORD(x); + cy = FROMCOORD(y); + ui->cur_visible = 0; + } else if (IS_CURSOR_SELECT(button)) { + if (ui->cur_visible) { + cx = ui->cur_x; + cy = ui->cur_y; + } else { + ui->cur_visible = 1; + return ""; + } + } else { + return NULL; + } + if (cx == -1 && cy >= 0 && cy < state->h) dx = -1, dy = 0; else if (cx == state->w && cy >= 0 && cy < state->h) @@ -606,10 +642,10 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, else if (cy == state->h && cx >= 0 && cx < state->w) dy = +1, dx = 0; else - return NULL; /* invalid click location */ + return ""; /* invalid click location */ /* reverse direction if right hand button is pressed */ - if (button == RIGHT_BUTTON) { + if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) { dx = -dx; dy = -dy; } @@ -641,7 +677,7 @@ static game_state *execute_move(game_state *from, char *move) */ for (i = 0; i < ret->n; i++) ret->tiles[i] = i+1; - ret->used_solve = ret->just_used_solve = TRUE; + ret->used_solve = TRUE; ret->completed = ret->movecount = 1; return ret; @@ -659,7 +695,6 @@ static game_state *execute_move(game_state *from, char *move) return NULL; ret = dup_game(from); - ret->just_used_solve = FALSE; /* zero this in a hurry */ do { tx = (cx - dx + from->w) % from->w; @@ -690,60 +725,38 @@ static game_state *execute_move(game_state *from, char *move) * 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 two more - * than the grid dimension (the border is the same size as the - * tiles). - */ - tsx = *x / (params->w + 2); - tsy = *y / (params->h + 2); - 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 float *game_colours(frontend *fe, game_state *state, int *ncolours) +static void game_set_size(drawing *dr, game_drawstate *ds, + game_params *params, int tilesize) +{ + ds->tilesize = tilesize; +} + +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; - float max; - frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); - /* - * 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); - } - - for (i = 0; i < 3; i++) { - ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; - ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; + for (i = 0; i < 3; i++) ret[COL_TEXT * 3 + i] = 0.0; - } *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); int i; @@ -756,22 +769,23 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->tilesize = 0; /* haven't decided yet */ for (i = 0; i < ds->w*ds->h; i++) ds->tiles[i] = -1; + ds->cur_x = ds->cur_y = -1; return ds; } -static void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->tiles); sfree(ds); } -static void draw_tile(frontend *fe, game_drawstate *ds, +static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state, int x, int y, int tile, int flash_colour) { if (tile == 0) { - draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, + draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE, flash_colour); } else { int coords[6]; @@ -783,28 +797,26 @@ 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, TRUE, COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); + draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); coords[0] = x; coords[1] = y; - draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); + draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); - 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); sprintf(str, "%d", tile); - 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/3, ALIGN_VCENTRE | ALIGN_HCENTRE, COL_TEXT, str); } - draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); + draw_update(dr, x, y, TILE_SIZE, TILE_SIZE); } -static void draw_arrow(frontend *fe, game_drawstate *ds, - int x, int y, int xdx, int xdy) +static void draw_arrow(drawing *dr, game_drawstate *ds, + int x, int y, int xdx, int xdy, int cur) { int coords[14]; int ydy = -xdx, ydx = xdy; @@ -821,15 +833,35 @@ 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, TRUE, COL_LOWLIGHT); - draw_polygon(fe, coords, 7, FALSE, COL_TEXT); + draw_polygon(dr, coords, 7, cur ? COL_HIGHLIGHT : COL_LOWLIGHT, COL_TEXT); } -static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, +static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds, + int cur_x, int cur_y, int cur) +{ + if (cur_x == -1 && cur_y == -1) + return; /* 'no cursur here */ + else if (cur_x == -1) /* LH column. */ + draw_arrow(dr, ds, COORD(0), COORD(cur_y+1), 0, -1, cur); + else if (cur_x == ds->w) /* RH column */ + draw_arrow(dr, ds, COORD(ds->w), COORD(cur_y), 0, +1, cur); + else if (cur_y == -1) /* Top row */ + draw_arrow(dr, ds, COORD(cur_x), COORD(0), +1, 0, cur); + else if (cur_y == ds->h) /* Bottom row */ + draw_arrow(dr, ds, COORD(cur_x+1), COORD(ds->h), -1, 0, cur); + else + assert(!"Invalid cursor position"); + + draw_update(dr, COORD(cur_x), COORD(cur_y), + TILE_SIZE, TILE_SIZE); +} + +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 i, bgcolour; + int cur_x = -1, cur_y = -1; if (flashtime > 0) { int frame = (int)(flashtime / FLASH_FRAME); @@ -840,10 +872,10 @@ 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); @@ -860,34 +892,44 @@ 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); /* * Arrows for making moves. */ for (i = 0; i < state->w; i++) { - draw_arrow(fe, ds, COORD(i), COORD(0), +1, 0); - draw_arrow(fe, ds, COORD(i+1), COORD(state->h), -1, 0); + draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0, 0); + draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0, 0); } for (i = 0; i < state->h; i++) { - draw_arrow(fe, ds, COORD(state->w), COORD(i), 0, +1); - draw_arrow(fe, ds, COORD(0), COORD(i+1), 0, -1); + draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1, 0); + draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1, 0); } ds->started = TRUE; } + /* + * Cursor (highlighted arrow around edge) + */ + if (ui->cur_visible) { + cur_x = ui->cur_x; cur_y = ui->cur_y; + } + if (cur_x != ds->cur_x || cur_y != ds->cur_y) { + /* Cursor has changed; redraw two (prev and curr) arrows. */ + draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1); + draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0); + ds->cur_x = cur_x; ds->cur_y = cur_y; + } /* * Now draw each tile. */ - clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); + clip(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); for (i = 0; i < state->n; i++) { int t, t0; @@ -975,14 +1017,14 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, x2 = y2 = -1; } - draw_tile(fe, ds, state, x, y, t, bgcolour); + draw_tile(dr, ds, state, x, y, t, bgcolour); if (x2 != -1 || y2 != -1) - draw_tile(fe, ds, state, x2, y2, t, bgcolour); + draw_tile(dr, ds, state, x2, y2, t, bgcolour); } ds->tiles[i] = t0; } - unclip(fe); + unclip(dr); ds->bgcolour = bgcolour; @@ -1011,18 +1053,14 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, state->movetarget); } - status_bar(fe, statusbuf); + status_bar(dr, statusbuf); } } static float game_anim_length(game_state *oldstate, game_state *newstate, int dir, game_ui *ui) { - if ((dir > 0 && newstate->just_used_solve) || - (dir < 0 && oldstate->just_used_solve)) - return 0.0F; - else - return ANIM_TIME; + return ANIM_TIME; } static float game_flash_length(game_state *oldstate, @@ -1035,22 +1073,30 @@ static float game_flash_length(game_state *oldstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_status(game_state *state) { - return TRUE; + return state->completed ? +1 : 0; } -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 sixteen #endif const struct game thegame = { - "Sixteen", "games.sixteen", + "Sixteen", "games.sixteen", "sixteen", default_params, game_fetch_preset, decode_params, @@ -1060,13 +1106,12 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, 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, @@ -1074,14 +1119,18 @@ const struct game thegame = { game_changed_state, interpret_move, execute_move, - game_size, + 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, - game_wants_statusbar, + game_status, + FALSE, FALSE, game_print_size, game_print, + TRUE, /* wants_statusbar */ FALSE, game_timing_state, - 0, /* mouse_priorities */ + 0, /* flags */ }; + +/* vim: set shiftwidth=4 tabstop=8: */