chiark / gitweb /
Cleanup: remove the game_state parameter to game_colours(). No game
[sgt-puzzles.git] / samegame.c
index b9078eb63533cad6aae386e6547cd64db038c15b..08ac75865b14fce4016d827027d065e4f8afe10e 100644 (file)
@@ -149,7 +149,11 @@ static game_params *default_params(void)
 static const struct game_params samegame_presets[] = {
     { 5, 5, 3, 2, TRUE },
     { 10, 5, 3, 2, TRUE },
+#ifdef SLOW_SYSTEM
+    { 10, 10, 3, 2, TRUE },
+#else
     { 15, 10, 3, 2, TRUE },
+#endif
     { 15, 10, 4, 2, TRUE },
     { 20, 15, 4, 2, TRUE }
 };
@@ -971,7 +975,7 @@ static char *validate_desc(game_params *params, char *desc)
     return NULL;
 }
 
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
 {
     game_state *state = snew(game_state);
     char *p = desc;
@@ -1340,8 +1344,8 @@ static game_state *execute_move(game_state *from, char *move)
  * Drawing routines.
  */
 
-static void game_set_size(game_drawstate *ds, game_params *params,
-                         int tilesize)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                         game_params *params, int tilesize)
 {
     ds->tilegap = 2;
     ds->tileinner = tilesize - ds->tilegap;
@@ -1352,13 +1356,13 @@ static void game_compute_size(game_params *params, int tilesize,
 {
     /* Ick: fake up tile size variables for macro expansion purposes */
     game_drawstate ads, *ds = &ads;
-    game_set_size(ds, params, tilesize);
+    game_set_size(NULL, ds, params, tilesize);
 
     *x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
     *y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
 }
 
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
 
@@ -1420,7 +1424,7 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     return ret;
 }
 
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
     int i;
@@ -1428,13 +1432,14 @@ static game_drawstate *game_new_drawstate(game_state *state)
     ds->started = 0;
     ds->tileinner = ds->tilegap = 0;   /* not decided yet */
     ds->tiles = snewn(state->n, int);
+    ds->bgcolour = -1;
     for (i = 0; i < state->n; i++)
        ds->tiles[i] = -1;
 
     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);
@@ -1446,7 +1451,7 @@ static void game_free_drawstate(game_drawstate *ds)
  * both then we fill the teeny tiny square in the corner as well.
  */
 
-static void tile_redraw(frontend *fe, game_drawstate *ds,
+static void tile_redraw(drawing *dr, game_drawstate *ds,
                        int x, int y, int dright, int dbelow,
                         int tile, int bgcolour)
 {
@@ -1463,33 +1468,33 @@ static void tile_redraw(frontend *fe, game_drawstate *ds,
            outer = inner = col;
        }
     }
-    draw_rect(fe, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
-    draw_rect(fe, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
+    draw_rect(dr, COORD(x), COORD(y), TILE_INNER, TILE_INNER, outer);
+    draw_rect(dr, COORD(x)+TILE_INNER/4, COORD(y)+TILE_INNER/4,
              TILE_INNER/2, TILE_INNER/2, inner);
 
     if (dright)
-       draw_rect(fe, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
+       draw_rect(dr, COORD(x)+TILE_INNER, COORD(y), TILE_GAP, TILE_INNER,
                  (tile & TILE_JOINRIGHT) ? outer : bgcolour);
     if (dbelow)
-       draw_rect(fe, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
+       draw_rect(dr, COORD(x), COORD(y)+TILE_INNER, TILE_INNER, TILE_GAP,
                  (tile & TILE_JOINDOWN) ? outer : bgcolour);
     if (dright && dbelow)
-       draw_rect(fe, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
+       draw_rect(dr, COORD(x)+TILE_INNER, COORD(y)+TILE_INNER, TILE_GAP, TILE_GAP,
                  (tile & TILE_JOINDIAG) ? outer : bgcolour);
 
     if (tile & TILE_HASSEL) {
        int sx = COORD(x)+2, sy = COORD(y)+2, ssz = TILE_INNER-5;
        int scol = (outer == COL_SEL) ? COL_LOWLIGHT : COL_HIGHLIGHT;
-       draw_line(fe, sx,     sy,     sx+ssz, sy,     scol);
-       draw_line(fe, sx+ssz, sy,     sx+ssz, sy+ssz, scol);
-       draw_line(fe, sx+ssz, sy+ssz, sx,     sy+ssz, scol);
-       draw_line(fe, sx,     sy+ssz, sx,     sy,     scol);
+       draw_line(dr, sx,     sy,     sx+ssz, sy,     scol);
+       draw_line(dr, sx+ssz, sy,     sx+ssz, sy+ssz, scol);
+       draw_line(dr, sx+ssz, sy+ssz, sx,     sy+ssz, scol);
+       draw_line(dr, sx,     sy+ssz, sx,     sy,     scol);
     }
 
-    draw_update(fe, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
+    draw_update(dr, COORD(x), COORD(y), TILE_SIZE, TILE_SIZE);
 }
 
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
                        game_state *state, int dir, game_ui *ui,
                        float animtime, float flashtime)
 {
@@ -1500,10 +1505,10 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     if (!ds->started) {
        int coords[10];
 
-       draw_rect(fe, 0, 0,
+       draw_rect(dr, 0, 0,
                  TILE_SIZE * state->params.w + 2 * BORDER,
                  TILE_SIZE * state->params.h + 2 * BORDER, COL_BACKGROUND);
-       draw_update(fe, 0, 0,
+       draw_update(dr, 0, 0,
                    TILE_SIZE * state->params.w + 2 * BORDER,
                    TILE_SIZE * state->params.h + 2 * BORDER);
 
@@ -1520,11 +1525,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
        coords[9] = COORD(state->params.h) + HIGHLIGHT_WIDTH - 1 - TILE_GAP;
        coords[6] = coords[8] + TILE_SIZE;
        coords[7] = coords[9] - TILE_SIZE;
-       draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
+       draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
 
        coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
        coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
-       draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
+       draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
 
        ds->started = 1;
     }
@@ -1560,10 +1565,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
             * no animation); when we do we might well want to be looking
             * at the tile colours from oldstate, not state. */
            if ((oldstate && COL(oldstate,x,y) != col) ||
-               (flashtime > 0.0) ||
                (ds->bgcolour != bgcolour) ||
                (tile != ds->tiles[i])) {
-               tile_redraw(fe, ds, x, y, dright, dbelow, tile, bgcolour);
+               tile_redraw(dr, ds, x, y, dright, dbelow, tile, bgcolour);
                ds->tiles[i] = tile;
            }
        }
@@ -1584,7 +1588,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                    score, ui->nselected, npoints(&state->params, ui->nselected));
        else
            sprintf(status, "%s", score);
-       status_bar(fe, status);
+       status_bar(dr, status);
     }
 }
 
@@ -1614,6 +1618,14 @@ static int game_timing_state(game_state *state, game_ui *ui)
     return TRUE;
 }
 
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+}
+
 #ifdef COMBINED
 #define thegame samegame
 #endif
@@ -1649,7 +1661,8 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    FALSE, FALSE, game_print_size, game_print,
     game_wants_statusbar,
     FALSE, game_timing_state,
-    0,                                /* mouse_priorities */
+    0,                                /* flags */
 };