X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/ae8290c655dec864db8ef0dc6b59891d6434c71f..fdb3b29aacf3f9d0bf16c816ba2ec959e6518bd3:/samegame.c diff --git a/samegame.c b/samegame.c index 18e461e..5a52303 100644 --- a/samegame.c +++ b/samegame.c @@ -209,7 +209,7 @@ 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 < 1 || params->h < 1) return "Width and height must both be positive"; @@ -240,7 +240,7 @@ static char *validate_params(game_params *params) */ static char *new_game_desc(game_params *params, random_state *rs, - game_aux_info **aux, int interactive) + char **aux, int interactive) { char *ret; int n, i, j, c, retlen, *tiles; @@ -282,11 +282,6 @@ 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) { int area = params->w * params->h, i; @@ -356,7 +351,7 @@ 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 NULL; } @@ -411,12 +406,12 @@ 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) { } @@ -691,36 +686,19 @@ 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_set_size(game_drawstate *ds, game_params *params, + int tilesize) { - int tsx, tsy, ts; - - /* - * We could choose the tile gap dynamically as well if we - * wanted to; for example, at low tile sizes it might be - * sensible to leave it out completely. However, for the moment - * and for the sake of simplicity I'm just going to fix it at - * 2. - */ ds->tilegap = 2; + ds->tileinner = tilesize - ds->tilegap; +} - /* - * Each window dimension equals the tile size (inner plus gap) - * times the grid dimension, plus another tile size (border is - * half the width of a tile), minus one tile gap. - * - * We must cast to unsigned before adding to *x and *y, since - * they might be INT_MAX! - */ - tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1); - tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1); - - ts = min(tsx, tsy); - if (expand) - ds->tileinner = ts - ds->tilegap; - else - ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - ds->tilegap; +static void game_compute_size(game_params *params, int tilesize, + int *x, int *y) +{ + /* Ick: fake up tile size variables for macro expansion purposes */ + game_drawstate ads, *ds = &ads; + game_set_size(ds, params, tilesize); *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP; *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP; @@ -888,13 +866,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP; 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(fe, 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(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); ds->started = 1; } @@ -999,7 +975,6 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, @@ -1013,7 +988,7 @@ 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,