COL_GRID,
COL_DIAG,
COL_HINT,
+ COL_CURSOR,
NCOLOURS
};
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,
- game_aux_info **aux, int interactive)
+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;
int i, j;
sprintf(ret, "%s,%s", mbmp, gbmp);
sfree(mbmp);
sfree(gbmp);
+ sfree(matrix);
+ sfree(grid);
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)
+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 game_state *solve_game(game_state *state, game_state *currstate,
- game_aux_info *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;
int *und, nund;
int rowsdone, colsdone;
int i, j, k, len, bestlen;
- game_state *ret;
+ char *ret;
/*
* Set up a list of simultaneous equations. Each one is of
if (equations[j * (wh+1) + wh]) {
*error = "No solution exists for this position";
sfree(equations);
+ sfree(und);
return NULL;
}
break;
}
/*
- * We have a solution. Produce a game state with the solution
- * marked in annotations.
+ * We have a solution. Produce a move string encoding the
+ * solution.
*/
- ret = dup_game(currstate);
- ret->hints_active = TRUE;
- ret->cheated = TRUE;
- for (i = 0; i < wh; i++) {
- ret->grid[i] &= ~2;
- if (shortest[i])
- ret->grid[i] |= 2;
- }
+ ret = snewn(wh + 2, char);
+ ret[0] = 'S';
+ for (i = 0; i < wh; i++)
+ ret[i+1] = shortest[i] ? '1' : '0';
+ ret[wh+1] = '\0';
sfree(shortest);
sfree(solution);
sfree(equations);
+ sfree(und);
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;
}
-static game_ui *new_ui(game_state *state)
+#define RIGHT 1
+#define DOWN gw
+
+static char *game_text_format(const game_state *state)
{
- return NULL;
+ 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(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ ui->cx = ui->cy = ui->cdraw = 0;
+ return ui;
}
static void free_ui(game_ui *ui)
+{
+ sfree(ui);
+}
+
+static char *encode_ui(const game_ui *ui)
+{
+ return NULL;
+}
+
+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 game_state *make_move(game_state *from, 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 = from->w, h = from->h, wh = w * h;
- game_state *ret;
+ int w = state->w, h = state->h, wh = w * h;
+ char buf[80], *nullret = NULL;
+
+ if (button == LEFT_BUTTON || IS_CURSOR_SELECT(button)) {
+ int tx, ty;
+ if (button == LEFT_BUTTON) {
+ tx = FROMCOORD(x), ty = FROMCOORD(y);
+ ui->cdraw = 0;
+ } else {
+ tx = ui->cx; ty = ui->cy;
+ ui->cdraw = 1;
+ }
+ nullret = "";
- if (button == LEFT_BUTTON) {
- int tx = FROMCOORD(x), ty = FROMCOORD(y);
if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
- int i, j, done;
+ /*
+ * 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 (IS_CURSOR_MOVE(button)) {
+ int dx = 0, dy = 0;
+ switch (button) {
+ case CURSOR_UP: dy = -1; break;
+ case CURSOR_DOWN: dy = 1; break;
+ case CURSOR_RIGHT: dx = 1; break;
+ case CURSOR_LEFT: dx = -1; break;
+ default: assert(!"shouldn't get here");
+ }
+ ui->cx += dx; ui->cy += dy;
+ ui->cx = min(max(ui->cx, 0), state->w - 1);
+ ui->cy = min(max(ui->cy, 0), state->h - 1);
+ ui->cdraw = 1;
+ nullret = "";
+ }
- ret = dup_game(from);
+ return nullret;
+}
- if (!ret->completed)
- ret->moves++;
+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;
+ int x, y;
+
+ if (move[0] == 'S' && strlen(move) == wh+1) {
+ int i;
+
+ ret = dup_game(from);
+ ret->hints_active = TRUE;
+ ret->cheated = TRUE;
+ for (i = 0; i < wh; i++) {
+ ret->grid[i] &= ~2;
+ if (move[i+1] != '0')
+ ret->grid[i] |= 2;
+ }
+ return ret;
+ } else if (move[0] == 'M' &&
+ sscanf(move+1, "%d,%d", &x, &y) == 2 &&
+ x >= 0 && x < w && y >= 0 && y < h) {
+ int i, j, done;
- i = ty * w + tx;
+ ret = dup_game(from);
- done = TRUE;
- for (j = 0; j < wh; j++) {
- ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
- if (ret->grid[j] & 1)
- done = FALSE;
- }
- ret->grid[i] ^= 2; /* toggle hint */
- if (done) {
- ret->completed = TRUE;
- ret->hints_active = FALSE;
- }
+ if (!ret->completed)
+ ret->moves++;
- return ret;
- }
- }
+ i = y * w + x;
- return NULL;
+ done = TRUE;
+ for (j = 0; j < wh; j++) {
+ ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
+ if (ret->grid[j] & 1)
+ done = FALSE;
+ }
+ ret->grid[i] ^= 2; /* toggle hint */
+ if (done) {
+ ret->completed = TRUE;
+ ret->hints_active = FALSE;
+ }
+
+ return ret;
+ } else
+ return NULL; /* can't parse move string */
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
-static void game_size(game_params *params, game_drawstate *ds,
- int *x, int *y, int expand)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
- int tsx, tsy, ts;
- /*
- * Each window dimension equals the tile size times one more
- * than the grid dimension (the border is half the width of the
- * tiles).
- */
- tsx = *x / (params->w + 1);
- tsy = *y / (params->h + 1);
- 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,
+ const game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
ret[COL_HINT * 3 + 1] = 0.0F;
ret[COL_HINT * 3 + 2] = 0.0F;
+ ret[COL_CURSOR * 3 + 0] = 0.8F;
+ ret[COL_CURSOR * 3 + 1] = 0.0F;
+ ret[COL_CURSOR * 3 + 2] = 0.0F;
+
*ncolours = NCOLOURS;
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;
+ 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, TRUE, colour);
- draw_polygon(fe, coords, 4, FALSE, 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, COL_DIAG);
+ draw_rect(dr, cx, cy, 2*td+1, 2*td+1, dcol);
else {
- draw_line(fe, cx, cy, cx+2*td, cy, COL_DIAG);
- draw_line(fe, cx, cy+2*td, cx+2*td, cy+2*td, COL_DIAG);
- draw_line(fe, cx, cy, cx, cy+2*td, COL_DIAG);
- draw_line(fe, cx+2*td, cy, cx+2*td, cy+2*td, COL_DIAG);
+ 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);
}
}
/*
- * Draw a hint blob if required.
+ * Draw a hint rectangle if required.
*/
if (tile & 2) {
- draw_rect(fe, bx + TILE_SIZE/20, by + TILE_SIZE / 20,
- TILE_SIZE / 6, TILE_SIZE / 6, COL_HINT);
+ int x1 = bx + TILE_SIZE / 20, x2 = bx + TILE_SIZE - TILE_SIZE / 20;
+ int y1 = by + TILE_SIZE / 20, y2 = by + TILE_SIZE - TILE_SIZE / 20;
+ int i = 3;
+ while (i--) {
+ 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 (!state->hints_active)
v &= ~2;
+ 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", NULL,
+ "Flip", "games.flip", "flip",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
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,
- FALSE, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
+ encode_ui,
+ decode_ui,
game_changed_state,
- make_move,
- game_size,
+ interpret_move,
+ execute_move,
+ 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 */
};