#define TITLE(upper,title,func,lower) #title,
#define ENCODE(upper,title,func,lower) #lower
#define CONFIG(upper,title,func,lower) ":" #title
-enum { DIFFLIST(ENUM) DIFF_IMPOSSIBLE = diff_impossible, DIFF_AMBIGUOUS = diff_ambiguous, DIFF_UNFINISHED = diff_unfinished };
+enum { DIFFLIST(ENUM) DIFFCOUNT, DIFF_IMPOSSIBLE = diff_impossible, DIFF_AMBIGUOUS = diff_ambiguous, DIFF_UNFINISHED = diff_unfinished };
static char const *const unequal_diffnames[] = { DIFFLIST(TITLE) };
static char const unequal_diffchars[] = DIFFLIST(ENCODE);
-#define DIFFCOUNT lenof(unequal_diffchars)
#define DIFFCONFIG DIFFLIST(CONFIG)
#define DEFAULT_PRESET 0
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[80];
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->order < 3 || params->order > 32)
return "Order must be between 3 and 32";
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = blank_game(state->order, state->adjacent);
int o2 = state->order*state->order, o3 = o2*state->order;
return -1;
}
-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)
{
int x, y, len, n;
char *ret, *p;
for (x = 0; x < o; x++) {
for (y = 0; y < o; y++) {
- for (i = 0; i < o; i++) {
+ for (i = 0; i < 4; i++) {
int isadjacent = (GRID(ctx->state, flags, x, y) & adjthan[i].f);
nx = x + adjthan[i].dx, ny = y + adjthan[i].dy;
return 1;
}
-static game_state *solver_hint(game_state *state, int *diff_r, int mindiff, int maxdiff)
+static game_state *solver_hint(const game_state *state, int *diff_r,
+ int mindiff, int maxdiff)
{
game_state *ret = dup_game(state);
int diff, r = 0;
{
int ls = state->order * state->order * 5;
int maxposs = 0, minclues = 5, best = -1, i, j;
- int nposs, nclues, loc, x, y;
+ int nposs, nclues, loc;
#ifdef STANDALONE_SOLVER
if (solver_show_working) {
if (!gg_place_clue(state, scratch[i], latin, 1)) continue;
loc = scratch[i] / 5;
- x = loc % state->order; y = loc / state->order;
for (j = nposs = 0; j < state->order; j++) {
if (state->hints[loc*state->order + j]) nposs++;
}
(nposs == maxposs && nclues < minclues)) {
best = i; maxposs = nposs; minclues = nclues;
#ifdef STANDALONE_SOLVER
- if (solver_show_working)
+ if (solver_show_working) {
+ int x = loc % state->order, y = loc / state->order;
printf("gg_best_clue: b%d (%d,%d) new best [%d poss, %d clues].\n",
best, x+1, y+1, nposs, nclues);
+ }
#endif
}
}
}
}
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params_in, random_state *rs,
char **aux, int interactive)
{
+ game_params params_copy = *params_in; /* structure copy */
+ game_params *params = ¶ms_copy;
digit *sq = NULL;
int i, x, y, retlen, k, nsol;
int o2 = params->order * params->order, ntries = 1;
return ret;
}
-static game_state *load_game(game_params *params, char *desc,
+static game_state *load_game(const game_params *params, const char *desc,
char **why_r)
{
game_state *state = blank_game(params->order, params->adjacent);
- char *p = desc;
+ const char *p = desc;
int i = 0, n, o = params->order, x, y;
char *why = NULL;
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)
{
game_state *state = load_game(params, desc, NULL);
if (!state) {
return state;
}
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
char *why = NULL;
game_state *dummy = load_game(params, desc, &why);
return why;
}
-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)
{
game_state *solved;
int r;
if (!(solved->flags[r] & F_IMMUTABLE))
solved->nums[r] = 0;
}
- r = solver_state(solved, DIFFCOUNT);
+ r = solver_state(solved, DIFFCOUNT-1); /* always use full solver */
if (r > 0) ret = latin_desc(solved->nums, solved->order);
free_game(solved);
return ret;
int hshow, hpencil, hcursor; /* show state, type, and ?cursor. */
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_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)
{
/* See solo.c; if we were pencil-mode highlighting and
* somehow a square has just been properly filled, cancel
int hflash;
};
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
- int ox, int oy, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int ox, int oy, int button)
{
int x = FROMCOORD(ox), y = FROMCOORD(oy), n;
char buf[80];
return "";
}
-
- if (ui->hshow) {
+ n = c2n(button, state->order);
+ if (ui->hshow && n >= 0 && n <= ds->order) {
debug(("button %d, cbutton %d", button, (int)((char)button)));
- n = c2n(button, state->order);
debug(("n %d, h (%d,%d) p %d flags 0x%x nums %d",
n, ui->hx, ui->hy, ui->hpencil,
GRID(state, flags, ui->hx, ui->hy),
GRID(state, nums, ui->hx, ui->hy)));
- if (n < 0 || n > ds->order)
- return NULL; /* out of range */
if (GRID(state, flags, ui->hx, ui->hy) & F_IMMUTABLE)
return NULL; /* can't edit immutable square (!) */
if (ui->hpencil && GRID(state, nums, ui->hx, ui->hy) > 0)
return NULL;
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
game_state *ret = NULL;
int x, y, n, i, rc;
}
return ret;
} else if (move[0] == 'S') {
- char *p;
+ const char *p;
ret = dup_game(state);
ret->completed = ret->cheated = TRUE;
#define DRAW_SIZE (TILE_SIZE*ds->order + GAP_SIZE*(ds->order-1) + BORDER*2)
-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, order; } 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 o2 = state->order*state->order, o3 = o2*state->order;
static void draw_gt(drawing *dr, int ox, int oy,
int dx1, int dy1, int dx2, int dy2, int col)
{
- draw_line(dr, ox, oy, ox+dx1, oy+dy1, col);
- draw_line(dr, ox+dx1, oy+dy1, ox+dx1+dx2, oy+dy1+dy2, col);
+ int coords[12];
+ int xdx = (dx1+dx2 ? 0 : 1), xdy = (dx1+dx2 ? 1 : 0);
+ coords[0] = ox + xdx;
+ coords[1] = oy + xdy;
+ coords[2] = ox + xdx + dx1;
+ coords[3] = oy + xdy + dy1;
+ coords[4] = ox + xdx + dx1 + dx2;
+ coords[5] = oy + xdy + dy1 + dy2;
+ coords[6] = ox - xdx + dx1 + dx2;
+ coords[7] = oy - xdy + dy1 + dy2;
+ coords[8] = ox - xdx + dx1;
+ coords[9] = oy - xdy + dy1;
+ coords[10] = ox - xdx;
+ coords[11] = oy - xdy;
+ draw_polygon(dr, coords, 6, col, col);
}
static void draw_gts(drawing *dr, game_drawstate *ds, int ox, int oy,
- unsigned int f, int col)
+ unsigned int f, int bg, int fg)
{
int g = GAP_SIZE, g2 = (g+1)/2, g4 = (g+1)/4;
/* Draw all the greater-than signs emanating from this tile. */
if (f & F_ADJ_UP) {
+ if (bg >= 0) draw_rect(dr, ox, oy - g, TILE_SIZE, g, bg);
draw_gt(dr, ox+g2, oy-g4, g2, -g2, g2, g2,
- (f & F_ERROR_UP) ? COL_ERROR : col);
+ (f & F_ERROR_UP) ? COL_ERROR : fg);
draw_update(dr, ox, oy-g, TILE_SIZE, g);
}
if (f & F_ADJ_RIGHT) {
+ if (bg >= 0) draw_rect(dr, ox + TILE_SIZE, oy, g, TILE_SIZE, bg);
draw_gt(dr, ox+TILE_SIZE+g4, oy+g2, g2, g2, -g2, g2,
- (f & F_ERROR_RIGHT) ? COL_ERROR : col);
+ (f & F_ERROR_RIGHT) ? COL_ERROR : fg);
draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
}
if (f & F_ADJ_DOWN) {
+ if (bg >= 0) draw_rect(dr, ox, oy + TILE_SIZE, TILE_SIZE, g, bg);
draw_gt(dr, ox+g2, oy+TILE_SIZE+g4, g2, g2, g2, -g2,
- (f & F_ERROR_DOWN) ? COL_ERROR : col);
+ (f & F_ERROR_DOWN) ? COL_ERROR : fg);
draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
}
if (f & F_ADJ_LEFT) {
+ if (bg >= 0) draw_rect(dr, ox - g, oy, g, TILE_SIZE, bg);
draw_gt(dr, ox-g4, oy+g2, -g2, g2, g2, g2,
- (f & F_ERROR_LEFT) ? COL_ERROR : col);
+ (f & F_ERROR_LEFT) ? COL_ERROR : fg);
draw_update(dr, ox-g, oy, g, TILE_SIZE);
}
}
static void draw_adjs(drawing *dr, game_drawstate *ds, int ox, int oy,
- unsigned int f, int col)
+ unsigned int f, int bg, int fg)
{
int g = GAP_SIZE, g38 = 3*(g+1)/8, g4 = (g+1)/4;
if (f & (F_ADJ_RIGHT|F_ERROR_RIGHT)) {
if (f & F_ADJ_RIGHT) {
draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE,
- (f & F_ERROR_RIGHT) ? COL_ERROR : col);
+ (f & F_ERROR_RIGHT) ? COL_ERROR : fg);
} else {
draw_rect_outline(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_ERROR);
}
- } else {
- draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, COL_BACKGROUND);
+ } else if (bg >= 0) {
+ draw_rect(dr, ox+TILE_SIZE+g38, oy, g4, TILE_SIZE, bg);
}
draw_update(dr, ox+TILE_SIZE, oy, g, TILE_SIZE);
if (f & (F_ADJ_DOWN|F_ERROR_DOWN)) {
if (f & F_ADJ_DOWN) {
draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4,
- (f & F_ERROR_DOWN) ? COL_ERROR : col);
+ (f & F_ERROR_DOWN) ? COL_ERROR : fg);
} else {
draw_rect_outline(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_ERROR);
}
- } else {
- draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, COL_BACKGROUND);
+ } else if (bg >= 0) {
+ draw_rect(dr, ox, oy+TILE_SIZE+g38, TILE_SIZE, g4, bg);
}
draw_update(dr, ox, oy+TILE_SIZE, TILE_SIZE, g);
}
-static void draw_furniture(drawing *dr, game_drawstate *ds, game_state *state,
- game_ui *ui, int x, int y, int hflash)
+static void draw_furniture(drawing *dr, game_drawstate *ds,
+ const game_state *state, const game_ui *ui,
+ int x, int y, int hflash)
{
int ox = COORD(x), oy = COORD(y), bg, hon;
unsigned int f = GRID(state, flags, x, y);
/* Draw the adjacent clue signs. */
if (ds->adjacent)
- draw_adjs(dr, ds, ox, oy, f, COL_GRID);
+ draw_adjs(dr, ds, ox, oy, f, COL_BACKGROUND, COL_GRID);
else
- draw_gts(dr, ds, ox, oy, f, COL_TEXT);
+ draw_gts(dr, ds, ox, oy, f, COL_BACKGROUND, COL_TEXT);
}
static void draw_num(drawing *dr, game_drawstate *ds, int x, int y)
}
}
-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 x, y, i, hchanged = 0, stale, hflash = 0;
ds->hflash = hflash;
}
-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_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)
{
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 ink = print_mono_colour(dr, 0);
int x, y, o = state->order, ox, oy, n;
FONT_VARIABLE, TILE_SIZE/2, ALIGN_VCENTRE | ALIGN_HCENTRE,
ink, str);
- if (ds->adjacent)
- draw_adjs(dr, ds, ox, oy, GRID(state, flags, x, y), ink);
+ if (state->adjacent)
+ draw_adjs(dr, ds, ox, oy, GRID(state, flags, x, y), -1, ink);
else
- draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), ink);
+ draw_gts(dr, ds, ox, oy, GRID(state, flags, x, y), -1, ink);
}
}
}
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,