sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
static void decode_params(game_params *ret, char const *string)
{
ret->w = ret->h = atoi(string);
- while (*string && isdigit(*string)) string++;
+ while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
ret->h = atoi(string);
- while (*string && isdigit(*string)) string++;
+ while (*string && isdigit((unsigned char)*string)) string++;
}
if (*string == 'r') {
string++;
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char data[256];
return dupstr(data);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret = snewn(4, config_item);
char buf[80];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-static char *validate_params(game_params *params)
+static char *validate_params(const game_params *params, int full)
{
if (params->w <= 0 || params->h <= 0)
return "Width and height must both be greater than zero";
return ret;
}
-static void decode_bitmap(unsigned char *bmp, int len, char *hex)
+static void decode_bitmap(unsigned char *bmp, int len, const char *hex)
{
int slen = (len + 3) / 4;
int i;
addsq(t, w, h, cx, cy, x, y+1, matrix);
}
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
char **aux, int interactive)
{
int w = params->w, h = params->h, wh = w * h;
return ret;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int w = params->w, h = params->h, wh = w * h;
int mlen = (wh*wh+3)/4, glen = (wh+3)/4;
return NULL;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
int w = params->w, h = params->h, wh = w * h;
int mlen = (wh*wh+3)/4;
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
row1[i] ^= row2[i];
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
int w = state->w, h = state->h, wh = w * h;
unsigned char *equations, *solution, *shortest;
return ret;
}
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
{
- return NULL;
+ return TRUE;
+}
+
+#define RIGHT 1
+#define DOWN gw
+
+static char *game_text_format(const game_state *state)
+{
+ int w = state->w, h = state->h, wh = w*h, r, c, dx, dy;
+ int cw = 4, ch = 4, gw = w * cw + 2, gh = h * ch + 1, len = gw * gh;
+ char *board = snewn(len + 1, char);
+
+ memset(board, ' ', len - 1);
+
+ for (r = 0; r < h; ++r) {
+ for (c = 0; c < w; ++c) {
+ int cell = r*ch*gw + c*cw, center = cell+(ch/2)*DOWN + cw/2*RIGHT;
+ char flip = (state->grid[r*w + c] & 1) ? '#' : '.';
+ for (dy = -1 + (r == 0); dy <= 1 - (r == h - 1); ++dy)
+ for (dx = -1 + (c == 0); dx <= 1 - (c == w - 1); ++dx)
+ if (state->matrix->matrix[(r*w+c)*wh + ((r+dy)*w + c+dx)])
+ board[center + dy*DOWN + dx*RIGHT] = flip;
+ board[cell] = '+';
+ for (dx = 1; dx < cw; ++dx) board[cell+dx*RIGHT] = '-';
+ for (dy = 1; dy < ch; ++dy) board[cell+dy*DOWN] = '|';
+ }
+ board[r*ch*gw + gw - 2] = '+';
+ board[r*ch*gw + gw - 1] = '\n';
+ for (dy = 1; dy < ch; ++dy) {
+ board[r*ch*gw + gw - 2 + dy*DOWN] = '|';
+ board[r*ch*gw + gw - 1 + dy*DOWN] = '\n';
+ }
+ }
+ memset(board + len - gw, '-', gw - 2);
+ for (c = 0; c <= w; ++c) board[len - gw + cw*c] = '+';
+ board[len - 1] = '\n';
+ board[len] = '\0';
+ return board;
}
+#undef RIGHT
+#undef DOWN
+
struct game_ui {
int cx, cy, cdraw;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->cx = ui->cy = ui->cdraw = 0;
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
return NULL;
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
}
int tilesize;
};
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
- int w = state->w, h = state->h /*, wh = w * h */;
+ int w = state->w, h = state->h, wh = w * h;
char buf[80], *nullret = NULL;
- if (button == LEFT_BUTTON || button == CURSOR_SELECT ||
- button == ' ' || button == '\r' || button == '\n') {
+ if (button == LEFT_BUTTON || IS_CURSOR_SELECT(button)) {
int tx, ty;
if (button == LEFT_BUTTON) {
tx = FROMCOORD(x), ty = FROMCOORD(y);
nullret = "";
if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
- sprintf(buf, "M%d,%d", tx, ty);
- return dupstr(buf);
+ /*
+ * It's just possible that a manually entered game ID
+ * will have at least one square do nothing whatsoever.
+ * If so, we avoid encoding a move at all.
+ */
+ int i = ty*w+tx, j, makemove = FALSE;
+ for (j = 0; j < wh; j++) {
+ if (state->matrix->matrix[i*wh+j])
+ makemove = TRUE;
+ }
+ if (makemove) {
+ sprintf(buf, "M%d,%d", tx, ty);
+ return dupstr(buf);
+ } else {
+ return NULL;
+ }
}
}
- else if (button == CURSOR_UP || button == CURSOR_DOWN ||
- button == CURSOR_RIGHT || button == CURSOR_LEFT) {
+ else if (IS_CURSOR_MOVE(button)) {
int dx = 0, dy = 0;
switch (button) {
case CURSOR_UP: dy = -1; break;
return nullret;
}
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
{
int w = from->w, h = from->h, wh = w * h;
game_state *ret;
* Drawing routines.
*/
-static void game_compute_size(game_params *params, int tilesize,
- int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
struct { int tilesize; } ads, *ds = &ads;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
-static void game_set_size(game_drawstate *ds, game_params *params,
- int tilesize)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const 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);
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
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,
- game_state *state, int x, int y, int tile, int anim,
- float animtime)
+static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
+ int x, int y, int tile, int anim, float animtime)
{
int w = ds->w, h = ds->h, wh = w * h;
int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER;
int i, j, dcol = (tile & 4) ? COL_CURSOR : COL_DIAG;
- clip(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
+ clip(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
- draw_rect(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
+ draw_rect(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
anim ? COL_BACKGROUND : tile & 1 ? COL_WRONG : COL_RIGHT);
if (anim) {
/*
coords[0] = bx + TILE_SIZE;
coords[1] = by;
- coords[2] = bx + TILE_SIZE * animtime;
- coords[3] = by + TILE_SIZE * animtime;
+ coords[2] = bx + (int)((float)TILE_SIZE * animtime);
+ coords[3] = by + (int)((float)TILE_SIZE * animtime);
coords[4] = bx;
coords[5] = by + TILE_SIZE;
- coords[6] = bx + TILE_SIZE - TILE_SIZE * animtime;
- coords[7] = by + TILE_SIZE - TILE_SIZE * animtime;
+ coords[6] = bx + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
+ coords[7] = by + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
colour = (tile & 1 ? COL_WRONG : COL_RIGHT);
if (animtime < 0.5)
colour = COL_WRONG + COL_RIGHT - colour;
- draw_polygon(fe, coords, 4, colour, COL_GRID);
+ draw_polygon(dr, coords, 4, colour, COL_GRID);
}
/*
int cx = (bx + TILE_SIZE/2) + (2 * ox - 1) * td;
int cy = (by + TILE_SIZE/2) + (2 * oy - 1) * td;
if (ox == 0 && oy == 0)
- draw_rect(fe, cx, cy, 2*td+1, 2*td+1, dcol);
+ draw_rect(dr, cx, cy, 2*td+1, 2*td+1, dcol);
else {
- draw_line(fe, cx, cy, cx+2*td, cy, dcol);
- draw_line(fe, cx, cy+2*td, cx+2*td, cy+2*td, dcol);
- draw_line(fe, cx, cy, cx, cy+2*td, dcol);
- draw_line(fe, cx+2*td, cy, cx+2*td, cy+2*td, dcol);
+ draw_line(dr, cx, cy, cx+2*td, cy, dcol);
+ draw_line(dr, cx, cy+2*td, cx+2*td, cy+2*td, dcol);
+ draw_line(dr, cx, cy, cx, cy+2*td, dcol);
+ draw_line(dr, cx+2*td, cy, cx+2*td, cy+2*td, dcol);
}
}
int y1 = by + TILE_SIZE / 20, y2 = by + TILE_SIZE - TILE_SIZE / 20;
int i = 3;
while (i--) {
- draw_line(fe, x1, y1, x2, y1, COL_HINT);
- draw_line(fe, x1, y2, x2, y2, COL_HINT);
- draw_line(fe, x1, y1, x1, y2, COL_HINT);
- draw_line(fe, x2, y1, x2, y2, COL_HINT);
+ draw_line(dr, x1, y1, x2, y1, COL_HINT);
+ draw_line(dr, x1, y2, x2, y2, COL_HINT);
+ draw_line(dr, x1, y1, x1, y2, COL_HINT);
+ draw_line(dr, x2, y1, x2, y2, COL_HINT);
x1++, y1++, x2--, y2--;
}
}
- unclip(fe);
+ unclip(dr);
- draw_update(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
+ draw_update(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
}
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
{
int w = ds->w, h = ds->h, wh = w * h;
int i, flashframe;
if (!ds->started) {
- draw_rect(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
+ draw_rect(dr, 0, 0, TILE_SIZE * w + 2 * BORDER,
TILE_SIZE * h + 2 * BORDER, COL_BACKGROUND);
/*
* Draw the grid lines.
*/
for (i = 0; i <= w; i++)
- draw_line(fe, i * TILE_SIZE + BORDER, BORDER,
+ draw_line(dr, i * TILE_SIZE + BORDER, BORDER,
i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER,
COL_GRID);
for (i = 0; i <= h; i++)
- draw_line(fe, BORDER, i * TILE_SIZE + BORDER,
+ draw_line(dr, BORDER, i * TILE_SIZE + BORDER,
w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER,
COL_GRID);
- draw_update(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
+ draw_update(dr, 0, 0, TILE_SIZE * w + 2 * BORDER,
TILE_SIZE * h + 2 * BORDER);
ds->started = TRUE;
}
if (flashtime)
- flashframe = flashtime / FLASH_FRAME;
+ flashframe = (int)(flashtime / FLASH_FRAME);
else
flashframe = -1;
if (ui->cdraw && ui->cx == x && ui->cy == y)
v |= 4;
- if (oldstate && state->grid[i] != oldstate->grid[i])
+ if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) &~ 2))
vv = 255; /* means `animated' */
else
vv = v;
if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) {
- draw_tile(fe, ds, state, x, y, v, vv == 255, animtime);
+ draw_tile(dr, ds, state, x, y, v, vv == 255, animtime);
ds->tiles[i] = vv;
}
}
(state->cheated ? "Auto-solver used. " : "")),
state->moves);
- status_bar(fe, buf);
+ status_bar(dr, buf);
}
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return ANIM_TIME;
}
-static float game_flash_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed)
return FLASH_FRAME * (max((newstate->w+1)/2, (newstate->h+1)/2)+1);
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
{
- return TRUE;
+ return state->completed ? +1 : 0;
}
-static int game_timing_state(game_state *state)
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
#ifdef COMBINED
#define thegame flip
#endif
const struct game thegame = {
- "Flip", "games.flip",
+ "Flip", "games.flip", "flip",
default_params,
game_fetch_preset,
decode_params,
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
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 */
};