#define Y(state, i) ( (i) / (state)->w )
#define C(state, x, y) ( (y) * (state)->w + (x) )
+#define TILE_CURSOR(i, state, x, y) ((i) == C((state), (x), (y)) && \
+ 0 <= (x) && (x) < (state)->w && \
+ 0 <= (y) && (y) < (state)->h)
enum {
COL_BACKGROUND,
COL_TEXT,
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->w < 2 || params->h < 2)
return "Width and height must both be at least two";
return ret;
}
-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)
{
int stop, n, i, x;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
- char *p, *err;
+ const char *p;
+ char *err;
int i, area;
int *used;
used[i] = FALSE;
for (i = 0; i < area; i++) {
- char *q = p;
+ const char *q = p;
int n;
if (*p < '0' || *p > '9') {
return err;
}
-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);
int i;
- char *p;
+ const char *p;
state->w = params->w;
state->h = params->h;
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 *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)
{
char *ret, *p, buf[80];
int x, y, col, maxlen;
return ret;
}
+enum cursor_mode { unlocked, lock_tile, lock_position };
+
struct game_ui {
int cur_x, cur_y;
int cur_visible;
+ enum cursor_mode cur_mode;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->cur_x = 0;
- ui->cur_y = -1;
+ ui->cur_y = 0;
ui->cur_visible = FALSE;
+ ui->cur_mode = unlocked;
return ui;
}
static void free_ui(game_ui *ui)
{
- sfree(ui);
+ 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, 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 cx = -1, cy = -1, dx, dy;
char buf[80];
+ int shift = button & MOD_SHFT, control = button & MOD_CTRL,
+ pad = button & MOD_NUM_KEYPAD;
button &= ~MOD_MASK;
- if (IS_CURSOR_MOVE(button)) {
- /* right/down rotates cursor clockwise,
- * left/up rotates anticlockwise. */
- int cpos, diff;
- cpos = c2pos(state->w, state->h, ui->cur_x, ui->cur_y);
- diff = c2diff(state->w, state->h, ui->cur_x, ui->cur_y, button);
+ if (IS_CURSOR_MOVE(button) || pad) {
+ if (!ui->cur_visible) {
+ ui->cur_visible = 1;
+ return "";
+ }
- cpos += diff;
- pos2c(state->w, state->h, cpos, &ui->cur_x, &ui->cur_y);
+ if (control || shift || ui->cur_mode) {
+ int x = ui->cur_x, y = ui->cur_y, xwrap = x, ywrap = y;
+ if (x < 0 || x >= state->w || y < 0 || y >= state->h)
+ return NULL;
+ move_cursor(button | pad, &x, &y,
+ state->w, state->h, FALSE);
+ move_cursor(button | pad, &xwrap, &ywrap,
+ state->w, state->h, TRUE);
+
+ if (x != xwrap) {
+ sprintf(buf, "R%d,%c1", y, x ? '+' : '-');
+ } else if (y != ywrap) {
+ sprintf(buf, "C%d,%c1", x, y ? '+' : '-');
+ } else if (x == ui->cur_x)
+ sprintf(buf, "C%d,%d", x, y - ui->cur_y);
+ else
+ sprintf(buf, "R%d,%d", y, x - ui->cur_x);
+
+ if (control || (!shift && ui->cur_mode == lock_tile)) {
+ ui->cur_x = xwrap;
+ ui->cur_y = ywrap;
+ }
+
+ return dupstr(buf);
+ } else {
+ int x = ui->cur_x + 1, y = ui->cur_y + 1;
+
+ move_cursor(button | pad, &x, &y,
+ state->w + 2, state->h + 2, FALSE);
+
+ if (x == 0 && y == 0) {
+ int t = ui->cur_x;
+ ui->cur_x = ui->cur_y;
+ ui->cur_y = t;
+ } else if (x == 0 && y == state->h + 1) {
+ int t = ui->cur_x;
+ ui->cur_x = (state->h - 1) - ui->cur_y;
+ ui->cur_y = (state->h - 1) - t;
+ } else if (x == state->w + 1 && y == 0) {
+ int t = ui->cur_x;
+ ui->cur_x = (state->w - 1) - ui->cur_y;
+ ui->cur_y = (state->w - 1) - t;
+ } else if (x == state->w + 1 && y == state->h + 1) {
+ int t = ui->cur_x;
+ ui->cur_x = state->w - state->h + ui->cur_y;
+ ui->cur_y = state->h - state->w + t;
+ } else {
+ ui->cur_x = x - 1;
+ ui->cur_y = y - 1;
+ }
- ui->cur_visible = 1;
- return "";
+ ui->cur_visible = 1;
+ return "";
+ }
}
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
ui->cur_visible = 0;
} else if (IS_CURSOR_SELECT(button)) {
if (ui->cur_visible) {
- cx = ui->cur_x;
- cy = ui->cur_y;
+ if (ui->cur_x == -1 || ui->cur_x == state->w ||
+ ui->cur_y == -1 || ui->cur_y == state->h) {
+ cx = ui->cur_x;
+ cy = ui->cur_y;
+ } else {
+ const enum cursor_mode m = (button == CURSOR_SELECT2 ?
+ lock_position : lock_tile);
+ ui->cur_mode = (ui->cur_mode == m ? unlocked : m);
+ return "";
+ }
} else {
ui->cur_visible = 1;
return "";
return dupstr(buf);
}
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
{
int cx, cy, dx, dy;
int tx, ty, n;
* 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);
int i;
}
static void draw_tile(drawing *dr, game_drawstate *ds,
- game_state *state, int x, int y,
+ const game_state *state, int x, int y,
int tile, int flash_colour)
{
if (tile == 0) {
else if (cur_y == ds->h) /* Bottom row */
draw_arrow(dr, ds, COORD(cur_x+1), COORD(ds->h), -1, 0, cur);
else
- assert(!"Invalid cursor position");
+ return;
draw_update(dr, COORD(cur_x), COORD(cur_y),
TILE_SIZE, TILE_SIZE);
}
-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, bgcolour;
int cur_x = -1, cur_y = -1;
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. */
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;
}
/*
t0 = t;
if (ds->bgcolour != bgcolour || /* always redraw when flashing */
- ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1) {
- int x, y, x2, y2;
+ ds->tiles[i] != t || ds->tiles[i] == -1 || t == -1 ||
+ ((ds->cur_x != cur_x || ds->cur_y != cur_y) && /* cursor moved */
+ (TILE_CURSOR(i, state, ds->cur_x, ds->cur_y) ||
+ TILE_CURSOR(i, state, cur_x, cur_y)))) {
+ int x, y, x2, y2;
/*
* Figure out what to _actually_ draw, and where to
x2 = y2 = -1;
}
- draw_tile(dr, ds, state, x, y, t, bgcolour);
+ draw_tile(dr, ds, state, x, y, t,
+ (x2 == -1 && TILE_CURSOR(i, state, cur_x, cur_y)) ?
+ COL_LOWLIGHT : bgcolour);
+
if (x2 != -1 || y2 != -1)
draw_tile(dr, ds, state, x2, y2, t, bgcolour);
}
ds->tiles[i] = t0;
}
+ ds->cur_x = cur_x;
+ ds->cur_y = cur_y;
+
unclip(dr);
ds->bgcolour = bgcolour;
}
}
-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 &&
!oldstate->used_solve && !newstate->used_solve)
return 0.0F;
}
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_status(const game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
+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)
{
}
const struct game thegame = {
"Sixteen", "games.sixteen", "sixteen",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
FALSE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,