pegrow solution;
int next_go; /* from 0 to nguesses-1;
if next_go == nguesses then they've lost. */
- int solved;
+ int solved; /* +1 = win, -1 = lose, 0 = still playing */
};
static game_params *default_params(void)
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;
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->ncolours < 2 || params->npegs < 2)
return "Trivial solutions are uninteresting";
sfree(pegs);
}
-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)
{
unsigned char *bmp = snewn(params->npegs, unsigned char);
return ret;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
unsigned char *bmp;
int i;
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)
{
game_state *state = snew(game_state);
unsigned char *bmp;
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);
int i;
sfree(state);
}
-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)
{
return dupstr("S");
}
-static int game_can_format_as_text_now(game_params *params)
+static int game_can_format_as_text_now(const game_params *params)
{
return TRUE;
}
-static char *game_text_format(game_state *state)
+static char *game_text_format(const game_state *state)
{
return NULL;
}
-static int is_markable(game_params *params, pegrow pegs)
+static int is_markable(const game_params *params, pegrow pegs)
{
int i, nset = 0, nrequired, ret = 0;
pegrow colcount = new_pegrow(params->ncolours);
int show_labels; /* label the colours with letters */
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
memset(ui, 0, sizeof(game_ui));
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
char *ret, *p, *sep;
int i;
return sresize(ret, p - ret, char);
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
int i;
- char *p = encoding;
+ const char *p = encoding;
for (i = 0; i < ui->curr_pegs->npegs; i++) {
ui->curr_pegs->pegs[i] = atoi(p);
while (*p && isdigit((unsigned char)*p)) p++;
ui->markable = is_markable(&ui->params, ui->curr_pegs);
}
-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 i;
int drag_col, blit_ox, blit_oy;
};
-static void set_peg(game_params *params, game_ui *ui, int peg, int col)
+static void set_peg(const game_params *params, game_ui *ui, int peg, int col)
{
ui->curr_pegs->pegs[peg] = col;
ui->markable = is_markable(params, ui->curr_pegs);
return nc_place;
}
-static char *encode_move(game_state *from, game_ui *ui)
+static char *encode_move(const game_state *from, game_ui *ui)
{
char *buf, *p, *sep;
int len, i;
return buf;
}
-static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *from, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
int over_col = 0; /* one-indexed */
int over_guess = -1; /* zero-indexed */
return ret;
}
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
{
int i, nc_place;
game_state *ret;
- char *p;
+ const char *p;
if (!strcmp(move, "S")) {
ret = dup_game(from);
- ret->solved = 1;
+ ret->solved = -1;
return ret;
} else if (move[0] == 'G') {
p = move+1;
nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours);
if (nc_place == ret->solution->npegs) {
- ret->solved = 1; /* win! */
+ ret->solved = +1; /* win! */
} else {
ret->next_go = from->next_go + 1;
if (ret->next_go >= ret->params.nguesses)
- ret->solved = 1; /* 'lose' so we show the pegs. */
+ ret->solved = -1; /* lose, meaning we show the pegs. */
}
return ret;
#define BORDER 0.5
-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)
{
double hmul, vmul_c, vmul_g, vmul;
int hintw = (params->npegs+1)/2;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
int colh, guessh;
assert(ds->pegsz > 0);
assert(!ds->blit_peg); /* set_size is never called twice */
- ds->blit_peg = blitter_new(dr, ds->pegsz, ds->pegsz);
+ ds->blit_peg = blitter_new(dr, ds->pegsz+2, ds->pegsz+2);
}
static float *game_colours(frontend *fe, int *ncolours)
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;
draw_update(dr, ox-off-1, oy, 2, PEGSZ);
}
-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 i, new_move;
currmove_redraw(dr, ds, state->next_go, COL_HOLD);
/* draw the solution (or the big rectangle) */
- if ((state->solved != ds->solved) || !ds->started) {
+ if ((!state->solved ^ !ds->solved) || !ds->started) {
draw_rect(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
state->solved ? COL_BACKGROUND : COL_EMPTY);
draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
if (ui->drag_col != 0) {
int ox = ui->drag_x - (PEGSZ/2);
int oy = ui->drag_y - (PEGSZ/2);
- debug(("Saving to blitter at (%d,%d)", ox, oy));
- blitter_save(dr, ds->blit_peg, ox, oy);
+ ds->blit_ox = ox - 1; ds->blit_oy = oy - 1;
+ debug(("Saving to blitter at (%d,%d)", ds->blit_ox, ds->blit_oy));
+ blitter_save(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy);
draw_peg(dr, ds, ox, oy, TRUE, ui->show_labels, ui->drag_col);
-
- ds->blit_ox = ox; ds->blit_oy = oy;
}
ds->drag_col = ui->drag_col;
ds->started = 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 0.0F;
}
-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)
{
return 0.0F;
}
-static int game_is_solved(game_state *state)
+static int game_status(const game_state *state)
{
/*
- * We return true whenever the solution has been revealed, even
- * (on spoiler grounds) if it wasn't guessed correctly.
- *
- * However, in that situation, 'solved' is still true, so we don't
- * have to make any effort to arrange this.
+ * We return nonzero whenever the solution has been revealed, even
+ * (on spoiler grounds) if it wasn't guessed correctly. The
+ * correct return value from this function is already in
+ * state->solved.
*/
return state->solved;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+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)
{
}
game_redraw,
game_anim_length,
game_flash_length,
- game_is_solved,
+ game_status,
FALSE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,