return 1;
}
-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 dlen = strlen(desc), i;
static game_ui *new_ui(game_state *state)
{
- game_ui *ui = snew(struct game_ui);
+ game_ui *ui = snew(game_ui);
ui->flash_laserno = LASER_EMPTY;
ui->errors = 0;
ui->newmove = FALSE;
* grid, so that repeating the same marking will give
* the same answer instead of a different one.
*/
- random_state *rs = random_init((char *)guesses->grid,
- (state->w+2)*(state->h+2) *
- sizeof(unsigned int));
+ random_state *rs = random_new((char *)guesses->grid,
+ (state->w+2)*(state->h+2) *
+ sizeof(unsigned int));
n = random_upto(rs, n);
random_free(rs);
for (i = 0; i < guesses->nlasers; i++) {
* grid, so that repeating the same marking will give
* the same answer instead of a different one.
*/
- random_state *rs = random_init((char *)guesses->grid,
- (state->w+2)*(state->h+2) *
- sizeof(unsigned int));
+ random_state *rs = random_new((char *)guesses->grid,
+ (state->w+2)*(state->h+2) *
+ sizeof(unsigned int));
n = random_upto(rs, n);
random_free(rs);
for (i = 0; i < guesses->nlasers; i++) {
*y = (params->h + 3) * tilesize;
}
-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;
ds->crad = (tilesize-1)/2;
ds->rrad = (3*tilesize)/8;
}
-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);
int i;
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);
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_arena_tile(frontend *fe, game_state *gs, game_drawstate *ds,
+static void draw_arena_tile(drawing *dr, game_state *gs, game_drawstate *ds,
int ax, int ay, int force, int isflash)
{
int gx = ax+1, gy = ay+1;
bg = (gs->reveal ? COL_BACKGROUND :
(gs_tile & BALL_LOCK) ? COL_LOCK : COL_COVER);
- draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, bg);
- draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
+ draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, bg);
+ draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
if (gs->reveal) {
/* Guessed balls are always black; if they're incorrect they'll
}
}
- draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1,
+ draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2, ds->crad-1,
bcol, bcol);
if (gs->reveal &&
coords[5] = y2-1;
coords[6] = x2-1;
coords[7] = y2+1;
- draw_polygon(fe, coords, 4, COL_WRONG, COL_WRONG);
+ draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG);
coords[0] = x2+1;
coords[1] = y1+1;
coords[2] = x2-1;
coords[5] = y2-1;
coords[6] = x1+1;
coords[7] = y2+1;
- draw_polygon(fe, coords, 4, COL_WRONG, COL_WRONG);
+ draw_polygon(dr, coords, 4, COL_WRONG, COL_WRONG);
}
- draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
+ draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
}
GRID(ds,gx,gy) = gs_tile;
}
-static void draw_laser_tile(frontend *fe, game_state *gs, game_drawstate *ds,
+static void draw_laser_tile(drawing *dr, game_state *gs, game_drawstate *ds,
game_ui *ui, int lno, int force)
{
int gx, gy, dx, dy, unused;
gs_tile |= wrong | omitted;
if (gs_tile != ds_tile || force) {
- draw_rect(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
- draw_rect_outline(fe, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
+ draw_rect(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_BACKGROUND);
+ draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
if (gs_tile &~ (LASER_WRONG | LASER_OMITTED)) {
char str[10];
sprintf(str, "%d", laserval);
if (wrong) {
- draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
ds->rrad,
COL_WRONG, COL_WRONG);
- draw_circle(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ draw_circle(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
ds->rrad - TILE_SIZE/16,
COL_BACKGROUND, COL_WRONG);
}
- draw_text(fe, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
+ draw_text(dr, dx + TILE_SIZE/2, dy + TILE_SIZE/2,
FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
tcol, str);
}
- draw_update(fe, dx, dy, TILE_SIZE, TILE_SIZE);
+ draw_update(dr, dx, dy, TILE_SIZE, TILE_SIZE);
}
GRID(ds, gx, gy) = gs_tile;
}
-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 x0 = TODRAW(0)-1, y0 = TODRAW(0)-1;
int x1 = TODRAW(state->w+2), y1 = TODRAW(state->h+2);
- draw_rect(fe, 0, 0,
+ draw_rect(dr, 0, 0,
TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3),
COL_BACKGROUND);
/* clockwise around the outline starting at pt behind (1,1). */
- draw_line(fe, x0+ts, y0+ts, x0+ts, y0, COL_HIGHLIGHT);
- draw_line(fe, x0+ts, y0, x1-ts, y0, COL_HIGHLIGHT);
- draw_line(fe, x1-ts, y0, x1-ts, y0+ts, COL_LOWLIGHT);
- draw_line(fe, x1-ts, y0+ts, x1, y0+ts, COL_HIGHLIGHT);
- draw_line(fe, x1, y0+ts, x1, y1-ts, COL_LOWLIGHT);
- draw_line(fe, x1, y1-ts, x1-ts, y1-ts, COL_LOWLIGHT);
- draw_line(fe, x1-ts, y1-ts, x1-ts, y1, COL_LOWLIGHT);
- draw_line(fe, x1-ts, y1, x0+ts, y1, COL_LOWLIGHT);
- draw_line(fe, x0+ts, y1, x0+ts, y1-ts, COL_HIGHLIGHT);
- draw_line(fe, x0+ts, y1-ts, x0, y1-ts, COL_LOWLIGHT);
- draw_line(fe, x0, y1-ts, x0, y0+ts, COL_HIGHLIGHT);
- draw_line(fe, x0, y0+ts, x0+ts, y0+ts, COL_HIGHLIGHT);
+ draw_line(dr, x0+ts, y0+ts, x0+ts, y0, COL_HIGHLIGHT);
+ draw_line(dr, x0+ts, y0, x1-ts, y0, COL_HIGHLIGHT);
+ draw_line(dr, x1-ts, y0, x1-ts, y0+ts, COL_LOWLIGHT);
+ draw_line(dr, x1-ts, y0+ts, x1, y0+ts, COL_HIGHLIGHT);
+ draw_line(dr, x1, y0+ts, x1, y1-ts, COL_LOWLIGHT);
+ draw_line(dr, x1, y1-ts, x1-ts, y1-ts, COL_LOWLIGHT);
+ draw_line(dr, x1-ts, y1-ts, x1-ts, y1, COL_LOWLIGHT);
+ draw_line(dr, x1-ts, y1, x0+ts, y1, COL_LOWLIGHT);
+ draw_line(dr, x0+ts, y1, x0+ts, y1-ts, COL_HIGHLIGHT);
+ draw_line(dr, x0+ts, y1-ts, x0, y1-ts, COL_LOWLIGHT);
+ draw_line(dr, x0, y1-ts, x0, y0+ts, COL_HIGHLIGHT);
+ draw_line(dr, x0, y0+ts, x0+ts, y0+ts, COL_HIGHLIGHT);
/* phew... */
- draw_update(fe, 0, 0,
+ draw_update(dr, 0, 0,
TILE_SIZE * (state->w+3), TILE_SIZE * (state->h+3));
force = 1;
ds->started = 1;
/* draw the arena */
for (x = 0; x < state->w; x++) {
for (y = 0; y < state->h; y++) {
- draw_arena_tile(fe, state, ds, x, y, force, isflash);
+ draw_arena_tile(dr, state, ds, x, y, force, isflash);
}
}
/* draw the lasers */
for (i = 0; i < 2*(state->w+state->h); i++) {
- draw_laser_tile(fe, state, ds, ui, i, force);
+ draw_laser_tile(dr, state, ds, ui, i, force);
}
/* draw the 'finish' button */
if (CAN_REVEAL(state)) {
- clip(fe, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1);
- draw_circle(fe, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad,
+ clip(dr, TODRAW(0), TODRAW(0), TILE_SIZE-1, TILE_SIZE-1);
+ draw_circle(dr, TODRAW(0) + ds->crad, TODRAW(0) + ds->crad, ds->crad,
COL_BUTTON, COL_BALL);
- unclip(fe);
+ unclip(dr);
} else {
- draw_rect(fe, TODRAW(0), TODRAW(0),
+ draw_rect(dr, TODRAW(0), TODRAW(0),
TILE_SIZE-1, TILE_SIZE-1, COL_BACKGROUND);
}
- draw_update(fe, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
+ draw_update(dr, TODRAW(0), TODRAW(0), TILE_SIZE, TILE_SIZE);
ds->reveal = state->reveal;
ds->flash_laserno = ui->flash_laserno;
ds->isflash = isflash;
sprintf(buf + strlen(buf), " (%d error%s)",
ui->errors, ui->errors > 1 ? "s" : "");
}
- status_bar(fe, buf);
+ status_bar(dr, buf);
}
}
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
{
- return TRUE;
}
#ifdef COMBINED
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ 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: */