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 ret[400];
int len;
return dupstr(ret);
}
-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->w <= 0 || params->h <= 0)
return "Width and height must both be greater than zero";
return done_any;
}
-static int solve_puzzle(game_state *state, unsigned char *grid, int w, int h,
+static int solve_puzzle(const game_state *state, unsigned char *grid,
+ int w, int h,
unsigned char *matrix, unsigned char *workspace,
unsigned int *changed_h, unsigned int *changed_w,
int *rowdata
return desc;
}
-static char *validate_desc(const game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int i, n, rowspace;
- char *p;
+ const char *p;
for (i = 0; i < params->w + params->h; i++) {
if (i < params->w)
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 i;
- char *p;
+ const char *p;
game_state *state = snew(game_state);
state->w = params->w;
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);
sfree(state);
}
-static char *solve_game(game_state *state, game_state *currstate,
- char *ai, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *ai, char **error)
{
unsigned char *matrix;
int w = state->w, h = state->h;
return ret;
}
-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;
+ int w = state->w, h = state->h, i, j;
+ int left_gap = 0, top_gap = 0, ch = 2, cw = 1, limit = 1;
+
+ int len, topleft, lw, lh, gw, gh; /* {line,grid}_{width,height} */
+ char *board, *buf;
+
+ for (i = 0; i < w; ++i) {
+ top_gap = max(top_gap, state->rowlen[i]);
+ for (j = 0; j < state->rowlen[i]; ++j)
+ while (state->rowdata[i*state->rowsize + j] >= limit) {
+ ++cw;
+ limit *= 10;
+ }
+ }
+ for (i = 0; i < h; ++i) {
+ int rowlen = 0, predecessors = FALSE;
+ for (j = 0; j < state->rowlen[i+w]; ++j) {
+ int copy = state->rowdata[(i+w)*state->rowsize + j];
+ rowlen += predecessors;
+ predecessors = TRUE;
+ do ++rowlen; while (copy /= 10);
+ }
+ left_gap = max(left_gap, rowlen);
+ }
+
+ cw = max(cw, 3);
+
+ gw = w*cw + 2;
+ gh = h*ch + 1;
+ lw = gw + left_gap;
+ lh = gh + top_gap;
+ len = lw * lh;
+ topleft = lw * top_gap + left_gap;
+
+ board = snewn(len + 1, char);
+ sprintf(board, "%*s\n", len - 2, "");
+
+ for (i = 0; i < lh; ++i) {
+ board[lw - 1 + i*lw] = '\n';
+ if (i < top_gap) continue;
+ board[lw - 2 + i*lw] = ((i - top_gap) % ch ? '|' : '+');
+ }
+
+ for (i = 0; i < w; ++i) {
+ for (j = 0; j < state->rowlen[i]; ++j) {
+ int cell = topleft + i*cw + 1 + lw*(j - state->rowlen[i]);
+ int nch = sprintf(board + cell, "%*d", cw - 1,
+ state->rowdata[i*state->rowsize + j]);
+ board[cell + nch] = ' '; /* de-NUL-ify */
+ }
+ }
+
+ buf = snewn(left_gap, char);
+ for (i = 0; i < h; ++i) {
+ char *p = buf, *start = board + top_gap*lw + left_gap + (i*ch+1)*lw;
+ for (j = 0; j < state->rowlen[i+w]; ++j) {
+ if (p > buf) *p++ = ' ';
+ p += sprintf(p, "%d", state->rowdata[(i+w)*state->rowsize + j]);
+ }
+ memcpy(start - (p - buf), buf, p - buf);
+ }
+
+ for (i = 0; i < w; ++i) {
+ for (j = 0; j < h; ++j) {
+ int cell = topleft + i*cw + j*ch*lw;
+ int center = cell + cw/2 + (ch/2)*lw;
+ int dx, dy;
+ board[cell] = 0 ? center : '+';
+ for (dx = 1; dx < cw; ++dx) board[cell + dx] = '-';
+ for (dy = 1; dy < ch; ++dy) board[cell + dy*lw] = '|';
+ if (state->grid[i*w+j] == GRID_UNKNOWN) continue;
+ for (dx = 1; dx < cw; ++dx)
+ for (dy = 1; dy < ch; ++dy)
+ board[cell + dx + dy*lw] =
+ state->grid[i*w+j] == GRID_FULL ? '#' : '.';
+ }
+ }
+
+ memcpy(board + topleft + h*ch*lw, board + topleft, gw - 1);
+
+ sfree(buf);
+
+ return board;
}
struct game_ui {
int cur_x, cur_y, cur_visible;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ret;
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 cur_x, cur_y;
};
-static char *interpret_move(game_state *state, game_ui *ui, const 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 control = button & MOD_CTRL, shift = button & MOD_SHFT;
button &= ~MOD_MASK;
x = FROMCOORD(state->w, x);
}
if (IS_CURSOR_MOVE(button)) {
+ int x = ui->cur_x, y = ui->cur_y, newstate;
+ char buf[80];
move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
ui->cur_visible = 1;
- return "";
+ if (!control && !shift) return "";
+
+ newstate = control ? shift ? GRID_UNKNOWN : GRID_FULL : GRID_EMPTY;
+ if (state->grid[y * state->w + x] == newstate &&
+ state->grid[ui->cur_y * state->w + ui->cur_x] == newstate)
+ return "";
+
+ sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E',
+ min(x, ui->cur_x), min(y, ui->cur_y),
+ abs(x - ui->cur_x) + 1, abs(y - ui->cur_y) + 1);
+ return dupstr(buf);
}
+
if (IS_CURSOR_SELECT(button)) {
int currstate = state->grid[ui->cur_y * state->w + ui->cur_x];
int newstate;
return NULL;
}
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
{
game_state *ret;
int x1, x2, y1, y2, xx, yy;
#undef ROWDATA
}
-static int check_errors(game_state *state, int i)
+static int check_errors(const game_state *state, int i)
{
int start, step, end, j;
int val, runlen;
* 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);
/*
* Draw the numbers for a single row or column.
*/
-static void draw_numbers(drawing *dr, game_drawstate *ds, game_state *state,
- int i, int erase, int colour)
+static void draw_numbers(drawing *dr, game_drawstate *ds,
+ const game_state *state, int i, int erase, int colour)
{
int rowlen = state->rowlen[i];
int *rowdata = state->rowdata + state->rowsize * i;
}
}
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
+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, j;
}
}
-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)
{
if (!oldstate->completed && newstate->completed &&
!oldstate->cheated && !newstate->cheated)
return 0.0F;
}
-static int game_status(game_state *state)
+static int game_status(const game_state *state)
{
return state->completed ? +1 : 0;
}
-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)
{
int pw, ph;
*y = ph / 100.0F;
}
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
{
int w = state->w, h = state->h;
int ink = print_mono_colour(dr, 0);
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_can_format_as_text_now, game_text_format,
+ TRUE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,