}
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux, int interactive)
+ char **aux, int interactive)
{
int *grid;
int w = params->w, h = params->h, n = params->n, wh = w*h;
return ret;
}
-static void game_free_aux_info(game_aux_info *aux)
-{
- assert(!"Shouldn't happen");
-}
-
static char *validate_desc(game_params *params, char *desc)
{
char *p, *err;
return 0;
}
-static game_state *solve_game(game_state *state, game_state *currstate,
- game_aux_info *aux, char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+ char *aux, char **error)
{
- game_state *ret = dup_game(state);
- int i;
-
- /*
- * Simply replace the grid with a solved one. For this game,
- * this isn't a useful operation for actually telling the user
- * what they should have done, but it is useful for
- * conveniently being able to get hold of a clean state from
- * which to practise manoeuvres.
- */
- qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
- for (i = 0; i < ret->w*ret->h; i++)
- ret->grid[i] &= ~3;
- ret->used_solve = ret->just_used_solve = TRUE;
- ret->completed = ret->movecount = 1;
-
- return ret;
+ return dupstr("S");
}
static char *game_text_format(game_state *state)
{
}
+static char *encode_ui(game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
static void game_changed_state(game_ui *ui, game_state *oldstate,
game_state *newstate)
{
int tilesize;
};
-static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+ int x, int y, int button)
{
- int w = from->w, h = from->h, n = from->n, wh = w*h;
- game_state *ret;
+ int w = state->w, h = state->h, n = state->n /* , wh = w*h */;
+ char buf[80];
int dir;
button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
}
/*
- * This is a valid move. Make it.
+ * If we reach here, we have a valid move.
*/
+ sprintf(buf, "M%d,%d,%d", x, y, dir);
+ return dupstr(buf);
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+ game_state *ret;
+ int w = from->w, h = from->h, n = from->n, wh = w*h;
+ int x, y, dir;
+
+ if (!strcmp(move, "S")) {
+ int i;
+ ret = dup_game(from);
+
+ /*
+ * Simply replace the grid with a solved one. For this game,
+ * this isn't a useful operation for actually telling the user
+ * what they should have done, but it is useful for
+ * conveniently being able to get hold of a clean state from
+ * which to practise manoeuvres.
+ */
+ qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int);
+ for (i = 0; i < ret->w*ret->h; i++)
+ ret->grid[i] &= ~3;
+ ret->used_solve = ret->just_used_solve = TRUE;
+ ret->completed = ret->movecount = 1;
+
+ return ret;
+ }
+
+ if (move[0] != 'M' ||
+ sscanf(move+1, "%d,%d,%d", &x, &y, &dir) != 3 ||
+ x < 0 || y < 0 || x > from->w - n || y > from->h - n)
+ return NULL; /* can't parse this move string */
+
ret = dup_game(from);
ret->just_used_solve = FALSE; /* zero this in a hurry */
ret->movecount++;
* Drawing routines.
*/
-static void game_size(game_params *params, game_drawstate *ds,
- int *x, int *y, int expand)
+static void game_compute_size(game_params *params, int tilesize,
+ int *x, int *y)
{
- int tsx, tsy, ts;
- /*
- * Each window dimension equals the tile size times one more
- * than the grid dimension (the border is half the width of the
- * tiles).
- */
- tsx = *x / (params->w + 1);
- tsy = *y / (params->h + 1);
- ts = min(tsx, tsy);
- if (expand)
- ds->tilesize = ts;
- else
- ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
+static void game_set_size(game_drawstate *ds, game_params *params,
+ int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
coords[2] = x + TILE_SIZE - 1;
coords[3] = y;
rotate(coords+2, rot);
- draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT);
+ draw_polygon(fe, coords, 3, rot ? rot->rc : COL_LOWLIGHT,
+ rot ? rot->rc : COL_LOWLIGHT);
/* Bottom side. */
coords[2] = x;
coords[3] = y + TILE_SIZE - 1;
rotate(coords+2, rot);
- draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT);
- draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT);
+ draw_polygon(fe, coords, 3, rot ? rot->bc : COL_LOWLIGHT,
+ rot ? rot->bc : COL_LOWLIGHT);
/* Left side. */
coords[0] = x;
coords[1] = y;
rotate(coords+0, rot);
- draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT);
+ draw_polygon(fe, coords, 3, rot ? rot->lc : COL_HIGHLIGHT,
+ rot ? rot->lc : COL_HIGHLIGHT);
/* Top side. */
coords[2] = x + TILE_SIZE - 1;
coords[3] = y;
rotate(coords+2, rot);
- draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT);
- draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT);
+ draw_polygon(fe, coords, 3, rot ? rot->tc : COL_HIGHLIGHT,
+ rot ? rot->tc : COL_HIGHLIGHT);
/*
* Now the main blank area in the centre of the tile.
coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH;
coords[7] = y + HIGHLIGHT_WIDTH;
rotate(coords+6, rot);
- draw_polygon(fe, coords, 4, TRUE, flash_colour);
- draw_polygon(fe, coords, 4, FALSE, flash_colour);
+ draw_polygon(fe, coords, 4, flash_colour, flash_colour);
} else {
draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH,
TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH,
coords[4] = cx - displ * ydx;
coords[5] = cy - displ * ydy;
rotate(coords+4, rot);
- draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE);
- draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE);
+ draw_polygon(fe, coords, 3, COL_LOWLIGHT_GENTLE, COL_LOWLIGHT_GENTLE);
}
coords[0] = x + TILE_SIZE/2;
coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1;
coords[6] = coords[8] + TILE_SIZE;
coords[7] = coords[9] - TILE_SIZE;
- draw_polygon(fe, coords, 5, TRUE, COL_HIGHLIGHT);
- draw_polygon(fe, coords, 5, FALSE, COL_HIGHLIGHT);
+ draw_polygon(fe, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT);
coords[1] = COORD(0) - HIGHLIGHT_WIDTH;
coords[0] = COORD(0) - HIGHLIGHT_WIDTH;
- draw_polygon(fe, coords, 5, TRUE, COL_LOWLIGHT);
- draw_polygon(fe, coords, 5, FALSE, COL_LOWLIGHT);
+ draw_polygon(fe, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT);
ds->started = TRUE;
}
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
TRUE, game_text_format,
new_ui,
free_ui,
+ encode_ui,
+ decode_ui,
game_changed_state,
- make_move,
- game_size,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,