static const struct { int x, y, wrap, bprob; const char* desc; }
netslide_presets[] = {
- {3, 3, FALSE, 1.0, " easy"},
- {3, 3, FALSE, 0.0, " medium"},
- {3, 3, TRUE, 0.0, " hard"},
- {4, 4, FALSE, 1.0, " easy"},
- {4, 4, FALSE, 0.0, " medium"},
- {4, 4, TRUE, 0.0, " hard"},
- {5, 5, FALSE, 1.0, " easy"},
- {5, 5, FALSE, 0.0, " medium"},
- {5, 5, TRUE, 0.0, " hard"},
+ {3, 3, FALSE, 1, " easy"},
+ {3, 3, FALSE, 0, " medium"},
+ {3, 3, TRUE, 0, " hard"},
+ {4, 4, FALSE, 1, " easy"},
+ {4, 4, FALSE, 0, " medium"},
+ {4, 4, TRUE, 0, " hard"},
+ {5, 5, FALSE, 1, " easy"},
+ {5, 5, FALSE, 0, " medium"},
+ {5, 5, TRUE, 0, " hard"},
};
static int game_fetch_preset(int i, char **name, game_params **params)
ret->width = netslide_presets[i].x;
ret->height = netslide_presets[i].y;
ret->wrapping = netslide_presets[i].wrap;
- ret->barrier_probability = netslide_presets[i].bprob;
+ ret->barrier_probability = (float)netslide_presets[i].bprob;
ret->movetarget = 0;
sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc);
if ( (ret->wrapping = (*p == 'w')) != 0 )
p++;
if (*p == 'b') {
- ret->barrier_probability = atof(++p);
+ ret->barrier_probability = (float)atof(++p);
while (*p && (isdigit((unsigned char)*p) || *p == '.')) p++;
}
if (*p == 'm') {
static game_ui *new_ui(game_state *state)
{
game_ui *ui = snew(game_ui);
- ui->cur_x = state->width / 2;
- ui->cur_y = state->height / 2;
+ ui->cur_x = 0;
+ ui->cur_y = -1;
ui->cur_visible = FALSE;
return ui;
int width, height;
int tilesize;
unsigned char *visible;
+ int cur_x, cur_y;
};
static char *interpret_move(game_state *state, game_ui *ui,
button &= ~MOD_MASK;
- if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
- return NULL;
+ if (IS_CURSOR_MOVE(button)) {
+ int cpos, diff = 0;
+ cpos = c2pos(state->width, state->height, ui->cur_x, ui->cur_y);
+ diff = c2diff(state->width, state->height, ui->cur_x, ui->cur_y, button);
+
+ if (diff != 0) {
+ do { /* we might have to do this more than once to skip missing arrows */
+ cpos += diff;
+ pos2c(state->width, state->height, cpos, &ui->cur_x, &ui->cur_y);
+ } while (ui->cur_x == state->cx || ui->cur_y == state->cy);
+ }
+
+ ui->cur_visible = 1;
+ return "";
+ }
- cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
- cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
+ if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
+ cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
+ ui->cur_visible = 0;
+ } else if (IS_CURSOR_SELECT(button)) {
+ if (ui->cur_visible) {
+ cx = ui->cur_x;
+ cy = ui->cur_y;
+ } else {
+ /* 'click' when cursor is invisible just makes cursor visible. */
+ ui->cur_visible = 1;
+ return "";
+ }
+ } else
+ return NULL;
if (cy >= 0 && cy < state->height && cy != state->cy)
{
ds->visible = snewn(state->width * state->height, unsigned char);
ds->tilesize = 0; /* not decided yet */
memset(ds->visible, 0xFF, state->width * state->height);
+ ds->cur_x = ds->cur_y = -1;
return ds;
}
static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
int x, int y, int tile, float xshift, float yshift)
{
- int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE);
- int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE);
+ int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (int)(xshift * TILE_SIZE);
+ int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (int)(yshift * TILE_SIZE);
float cx, cy, ex, ey;
int dir, col;
}
static void draw_arrow(drawing *dr, game_drawstate *ds,
- int x, int y, int xdx, int xdy)
+ int x, int y, int xdx, int xdy, int cur)
{
int coords[14];
int ydy = -xdx, ydx = xdy;
POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */
POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */
- draw_polygon(dr, coords, 7, COL_LOWLIGHT, COL_TEXT);
+ draw_polygon(dr, coords, 7, cur ? COL_POWERED : COL_LOWLIGHT, COL_TEXT);
+}
+
+static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
+ int cur_x, int cur_y, int cur)
+{
+ if (cur_x == -1 && cur_y == -1)
+ return; /* 'no cursur here */
+ else if (cur_x == -1) /* LH column. */
+ draw_arrow(dr, ds, 0, cur_y+1, 0, -1, cur);
+ else if (cur_x == ds->width) /* RH column */
+ draw_arrow(dr, ds, ds->width, cur_y, 0, +1, cur);
+ else if (cur_y == -1) /* Top row */
+ draw_arrow(dr, ds, cur_x, 0, +1, 0, cur);
+ else if (cur_y == ds->height) /* Bottom row */
+ draw_arrow(dr, ds, cur_x+1, ds->height, -1, 0, cur);
+ else
+ assert(!"Invalid cursor position");
+
+ draw_update(dr,
+ cur_x * TILE_SIZE + BORDER + WINDOW_OFFSET,
+ cur_y * TILE_SIZE + BORDER + WINDOW_OFFSET,
+ TILE_SIZE, TILE_SIZE);
}
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
unsigned char *active;
float xshift = 0.0;
float yshift = 0.0;
+ int cur_x = -1, cur_y = -1;
/*
* Clear the screen and draw the exterior barrier lines if this
*/
for (x = 0; x < ds->width; x++) {
if (x == state->cx) continue;
- draw_arrow(dr, ds, x, 0, +1, 0);
- draw_arrow(dr, ds, x+1, ds->height, -1, 0);
+ draw_arrow(dr, ds, x, 0, +1, 0, 0);
+ draw_arrow(dr, ds, x+1, ds->height, -1, 0, 0);
}
for (y = 0; y < ds->height; y++) {
if (y == state->cy) continue;
- draw_arrow(dr, ds, ds->width, y, 0, +1);
- draw_arrow(dr, ds, 0, y+1, 0, -1);
+ draw_arrow(dr, ds, ds->width, y, 0, +1, 0);
+ draw_arrow(dr, ds, 0, y+1, 0, -1, 0);
}
}
+ if (ui->cur_visible) {
+ cur_x = ui->cur_x; cur_y = ui->cur_y;
+ }
+ if (cur_x != ds->cur_x || cur_y != ds->cur_y) {
+ /* Cursor has changed; redraw two (prev and curr) arrows. */
+ assert(cur_x != state->cx && cur_y != state->cy);
+
+ draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1);
+ draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0);
+ ds->cur_x = cur_x; ds->cur_y = cur_y;
+ }
/* Check if this is an undo. If so, we will need to run any animation
* backwards.
* state->last_move_pos, in direction
* state->last_move_dir
*/
- xshift = state->last_move_row == -1 ? 0.0 :
+ xshift = state->last_move_row == -1 ? 0.0F :
(1 - t / ANIM_TIME) * state->last_move_dir;
- yshift = state->last_move_col == -1 ? 0.0 :
+ yshift = state->last_move_col == -1 ? 0.0F :
(1 - t / ANIM_TIME) * state->last_move_dir;
}
index(state, ds->visible, x, y) == 0xFF ||
(x == state->last_move_col || y == state->last_move_row))
{
- float xs = (y == state->last_move_row ? xshift : 0.0);
- float ys = (x == state->last_move_col ? yshift : 0.0);
+ float xs = (y == state->last_move_row ? xshift : (float)0.0);
+ float ys = (x == state->last_move_col ? yshift : (float)0.0);
draw_tile(dr, ds, state, x, y, c, xs, ys);
if (xs < 0 && x == 0)
FALSE, game_timing_state,
0, /* flags */
};
+
+/* vim: set shiftwidth=4 tabstop=8: */