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 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, int full)
+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 *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 TRUE;
+}
+
+static char *game_text_format(const game_state *state)
{
return NULL;
}
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;
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);
}
}
}
- 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;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
return ret;
}
-static game_drawstate *game_new_drawstate(drawing *dr, 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;
sfree(ds);
}
-static void draw_tile(drawing *dr, 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;
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)
draw_update(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
}
-static void game_redraw(drawing *dr, 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 (flashtime)
- flashframe = flashtime / FLASH_FRAME;
+ flashframe = (int)(flashtime / FLASH_FRAME);
else
flashframe = -1;
}
}
-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_timing_state(game_state *state, game_ui *ui)
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
{
}
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
}
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_text_format,
+ FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
FALSE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,