X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=mines.c;h=da4428c7eb400620cf3ea114e598935b4a82d4ab;hb=3234912f921916a1b8da164fd61dc75579358577;hp=3c4dc13f326984df2d84d286a375b8b7d74ec1d8;hpb=15f70f527a0a753285e3fa871bd4018e547fbb05;p=sgt-puzzles.git diff --git a/mines.c b/mines.c index 3c4dc13..da4428c 100644 --- a/mines.c +++ b/mines.c @@ -23,6 +23,7 @@ enum { COL_MINE, COL_BANG, COL_CROSS, COL_FLAG, COL_FLAGBASE, COL_QUERY, COL_HIGHLIGHT, COL_LOWLIGHT, COL_WRONGNUMBER, + COL_CURSOR, NCOLOURS }; @@ -135,7 +136,7 @@ static void free_params(game_params *params) 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 */ @@ -172,7 +173,7 @@ static void decode_params(game_params *params, char const *string) } } -static char *encode_params(game_params *params, int full) +static char *encode_params(const game_params *params, int full) { char ret[400]; int len; @@ -192,7 +193,7 @@ static char *encode_params(game_params *params, int full) 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]; @@ -230,7 +231,7 @@ static config_item *game_configure(game_params *params) 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); @@ -244,7 +245,7 @@ static game_params *custom_params(config_item *cfg) return ret; } -static char *validate_params(game_params *params, int full) +static char *validate_params(const game_params *params, int full) { /* * Lower limit on grid size: each dimension must be at least 3. @@ -1954,7 +1955,7 @@ static char *new_mine_layout(int w, int h, int n, int x, int y, int unique, return grid; } -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) { /* @@ -1993,7 +1994,7 @@ static char *new_game_desc(game_params *params, random_state *rs, } } -static char *validate_desc(game_params *params, char *desc) +static char *validate_desc(const game_params *params, const char *desc) { int wh = params->w * params->h; int x, y; @@ -2166,10 +2167,11 @@ static int open_square(game_state *state, int x, int y) return 0; } -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, wh, x, y, ret, masked; + int i, wh, x, y, masked; unsigned char *bmp; state->w = params->w; @@ -2264,14 +2266,14 @@ static game_state *new_game(midend *me, game_params *params, char *desc) } if (x >= 0 && y >= 0) - ret = open_square(state, x, y); + open_square(state, x, y); sfree(bmp); } 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); @@ -2301,8 +2303,8 @@ static void free_game(game_state *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) { if (!state->layout->mines) { *error = "Game has not been started yet"; @@ -2312,7 +2314,12 @@ static char *solve_game(game_state *state, game_state *currstate, return dupstr("S"); } -static char *game_text_format(game_state *state) +static int game_can_format_as_text_now(const game_params *params) +{ + return TRUE; +} + +static char *game_text_format(const game_state *state) { char *ret; int x, y; @@ -2345,9 +2352,10 @@ struct game_ui { int validradius; int flash_is_death; int deaths, completed; + 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 *ui = snew(game_ui); ui->hx = ui->hy = -1; @@ -2355,6 +2363,7 @@ static game_ui *new_ui(game_state *state) ui->deaths = 0; ui->completed = FALSE; ui->flash_is_death = FALSE; /* *shrug* */ + ui->cur_x = ui->cur_y = ui->cur_visible = 0; return ui; } @@ -2363,7 +2372,7 @@ static void free_ui(game_ui *ui) sfree(ui); } -static char *encode_ui(game_ui *ui) +static char *encode_ui(const game_ui *ui) { char buf[80]; /* @@ -2376,7 +2385,7 @@ static char *encode_ui(game_ui *ui) return dupstr(buf); } -static void decode_ui(game_ui *ui, char *encoding) +static void decode_ui(game_ui *ui, const char *encoding) { int p= 0; sscanf(encoding, "D%d%n", &ui->deaths, &p); @@ -2384,8 +2393,8 @@ static void decode_ui(game_ui *ui, char *encoding) ui->completed = TRUE; } -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) { if (newstate->won) ui->completed = TRUE; @@ -2404,10 +2413,12 @@ struct game_drawstate { * - -22 and -23 mean the tile is highlighted for a possible * click. */ + int cur_x, cur_y; /* -1, -1 for no cursor displayed. */ }; -static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, - int x, int y, int button) +static char *interpret_move(const game_state *from, game_ui *ui, + const game_drawstate *ds, + int x, int y, int button) { int cx, cy; char buf[256]; @@ -2415,13 +2426,42 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, if (from->dead || from->won) return NULL; /* no further moves permitted */ - if (!IS_MOUSE_DOWN(button) && !IS_MOUSE_DRAG(button) && - !IS_MOUSE_RELEASE(button)) - return NULL; - cx = FROMCOORD(x); cy = FROMCOORD(y); + if (IS_CURSOR_MOVE(button)) { + move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, 0); + ui->cur_visible = 1; + return ""; + } + if (IS_CURSOR_SELECT(button)) { + int v = from->grid[ui->cur_y * from->w + ui->cur_x]; + + if (!ui->cur_visible) { + ui->cur_visible = 1; + return ""; + } + if (button == CURSOR_SELECT2) { + /* As for RIGHT_BUTTON; only works on covered square. */ + if (v != -2 && v != -1) + return NULL; + sprintf(buf, "F%d,%d", ui->cur_x, ui->cur_y); + return dupstr(buf); + } + /* Otherwise, treat as LEFT_BUTTON, for a single square. */ + if (v == -2 || v == -3) { + if (from->layout->mines && + from->layout->mines[ui->cur_y * from->w + ui->cur_x]) + ui->deaths++; + + sprintf(buf, "O%d,%d", ui->cur_x, ui->cur_y); + return dupstr(buf); + } + cx = ui->cur_x; cy = ui->cur_y; + ui->validradius = 1; + goto uncover; + } + if (button == LEFT_BUTTON || button == LEFT_DRAG || button == MIDDLE_BUTTON || button == MIDDLE_DRAG) { if (cx < 0 || cx >= from->w || cy < 0 || cy >= from->h) @@ -2438,6 +2478,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, ui->validradius = ui->hradius; else if (button == MIDDLE_BUTTON) ui->validradius = 1; + ui->cur_visible = 0; return ""; } @@ -2487,7 +2528,12 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, sprintf(buf, "O%d,%d", cx, cy); return dupstr(buf); } + goto uncover; + } + return NULL; +uncover: + { /* * Left-clicking or middle-clicking on an uncovered tile: * first we check to see if the number of mine markers @@ -2544,45 +2590,66 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds, return ""; } - - return NULL; } -static game_state *execute_move(game_state *from, char *move) +static game_state *execute_move(const game_state *from, const char *move) { int cy, cx; game_state *ret; if (!strcmp(move, "S")) { - /* - * Simply expose the entire grid as if it were a completed - * solution. - */ int yy, xx; ret = dup_game(from); - for (yy = 0; yy < ret->h; yy++) - for (xx = 0; xx < ret->w; xx++) { - - if (ret->layout->mines[yy*ret->w+xx]) { - ret->grid[yy*ret->w+xx] = -1; - } else { - int dx, dy, v; - - v = 0; - - for (dx = -1; dx <= +1; dx++) - for (dy = -1; dy <= +1; dy++) - if (xx+dx >= 0 && xx+dx < ret->w && - yy+dy >= 0 && yy+dy < ret->h && - ret->layout->mines[(yy+dy)*ret->w+(xx+dx)]) - v++; - - ret->grid[yy*ret->w+xx] = v; - } - } - ret->used_solve = TRUE; - ret->won = TRUE; + if (!ret->dead) { + /* + * If the player is still alive at the moment of pressing + * Solve, expose the entire grid as if it were a completed + * solution. + */ + for (yy = 0; yy < ret->h; yy++) + for (xx = 0; xx < ret->w; xx++) { + + if (ret->layout->mines[yy*ret->w+xx]) { + ret->grid[yy*ret->w+xx] = -1; + } else { + int dx, dy, v; + + v = 0; + + for (dx = -1; dx <= +1; dx++) + for (dy = -1; dy <= +1; dy++) + if (xx+dx >= 0 && xx+dx < ret->w && + yy+dy >= 0 && yy+dy < ret->h && + ret->layout->mines[(yy+dy)*ret->w+(xx+dx)]) + v++; + + ret->grid[yy*ret->w+xx] = v; + } + } + } else { + /* + * If the player pressed Solve _after dying_, show a full + * corrections grid in the style of standard Minesweeper. + * Players who don't like Mines's behaviour on death of + * only showing the mine that killed you (so that in case + * of a typo you can undo and carry on without the rest of + * the grid being spoiled) can use this to get the display + * that ordinary Minesweeper would have given them. + */ + for (yy = 0; yy < ret->h; yy++) + for (xx = 0; xx < ret->w; xx++) { + int pos = yy*ret->w+xx; + if ((ret->grid[pos] == -2 || ret->grid[pos] == -3) && + ret->layout->mines[pos]) { + ret->grid[pos] = 64; + } else if (ret->grid[pos] == -1 && + !ret->layout->mines[pos]) { + ret->grid[pos] = 66; + } + } + } + ret->used_solve = TRUE; return ret; } else { @@ -2626,8 +2693,8 @@ static game_state *execute_move(game_state *from, char *move) * 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; @@ -2638,7 +2705,7 @@ static void game_compute_size(game_params *params, int tilesize, } static void game_set_size(drawing *dr, game_drawstate *ds, - game_params *params, int tilesize) + const game_params *params, int tilesize) { ds->tilesize = tilesize; } @@ -2649,9 +2716,9 @@ static float *game_colours(frontend *fe, int *ncolours) frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); - ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0 / 20.0; - ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0 / 20.0; - ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0 / 20.0; + ret[COL_BACKGROUND2 * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 19.0F / 20.0F; + ret[COL_BACKGROUND2 * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 19.0F / 20.0F; + ret[COL_BACKGROUND2 * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 19.0F / 20.0F; ret[COL_1 * 3 + 0] = 0.0F; ret[COL_1 * 3 + 1] = 0.0F; @@ -2713,19 +2780,24 @@ static float *game_colours(frontend *fe, int *ncolours) ret[COL_HIGHLIGHT * 3 + 1] = 1.0F; ret[COL_HIGHLIGHT * 3 + 2] = 1.0F; - ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0 / 3.0; - ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0 / 3.0; - ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0 / 3.0; + ret[COL_LOWLIGHT * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 2.0F / 3.0F; + ret[COL_LOWLIGHT * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 2.0F / 3.0F; + ret[COL_LOWLIGHT * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 2.0F / 3.0F; ret[COL_WRONGNUMBER * 3 + 0] = 1.0F; ret[COL_WRONGNUMBER * 3 + 1] = 0.6F; ret[COL_WRONGNUMBER * 3 + 2] = 0.6F; + /* Red tinge to a light colour, for the cursor. */ + ret[COL_CURSOR * 3 + 0] = ret[COL_HIGHLIGHT * 3 + 0]; + ret[COL_CURSOR * 3 + 1] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F; + ret[COL_CURSOR * 3 + 2] = ret[COL_HIGHLIGHT * 3 + 0] / 2.0F; + *ncolours = NCOLOURS; 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); @@ -2735,6 +2807,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) ds->tilesize = 0; /* not decided yet */ ds->grid = snewn(ds->w * ds->h, signed char); ds->bg = -1; + ds->cur_x = ds->cur_y = -1; memset(ds->grid, -99, ds->w * ds->h); @@ -2791,20 +2864,20 @@ static void draw_tile(drawing *dr, game_drawstate *ds, * Draw a flag. */ #define SETCOORD(n, dx, dy) do { \ - coords[(n)*2+0] = x + TILE_SIZE * (dx); \ - coords[(n)*2+1] = y + TILE_SIZE * (dy); \ + coords[(n)*2+0] = x + (int)(TILE_SIZE * (dx)); \ + coords[(n)*2+1] = y + (int)(TILE_SIZE * (dy)); \ } while (0) - SETCOORD(0, 0.6, 0.35); - SETCOORD(1, 0.6, 0.7); - SETCOORD(2, 0.8, 0.8); - SETCOORD(3, 0.25, 0.8); - SETCOORD(4, 0.55, 0.7); - SETCOORD(5, 0.55, 0.35); + SETCOORD(0, 0.6F, 0.35F); + SETCOORD(1, 0.6F, 0.7F); + SETCOORD(2, 0.8F, 0.8F); + SETCOORD(3, 0.25F, 0.8F); + SETCOORD(4, 0.55F, 0.7F); + SETCOORD(5, 0.55F, 0.35F); draw_polygon(dr, coords, 6, COL_FLAGBASE, COL_FLAGBASE); - SETCOORD(0, 0.6, 0.2); - SETCOORD(1, 0.6, 0.5); - SETCOORD(2, 0.2, 0.35); + SETCOORD(0, 0.6F, 0.2F); + SETCOORD(1, 0.6F, 0.5F); + SETCOORD(2, 0.2F, 0.35F); draw_polygon(dr, coords, 3, COL_FLAG, COL_FLAG); #undef SETCOORD @@ -2850,48 +2923,17 @@ static void draw_tile(drawing *dr, game_drawstate *ds, } else if (v >= 64) { /* * Mark a mine. - * - * FIXME: this could be done better! */ -#if 0 - draw_text(dr, x + TILE_SIZE / 2, y + TILE_SIZE / 2, - FONT_VARIABLE, TILE_SIZE * 7 / 8, - ALIGN_VCENTRE | ALIGN_HCENTRE, - COL_MINE, "*"); -#else { int cx = x + TILE_SIZE / 2; int cy = y + TILE_SIZE / 2; int r = TILE_SIZE / 2 - 3; - int coords[4*5*2]; - int xdx = 1, xdy = 0, ydx = 0, ydy = 1; - int tdx, tdy, i; - - for (i = 0; i < 4*5*2; i += 5*2) { - coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx; - coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy; - coords[i+2*1+0] = cx - r/6*xdx + r*ydx; - coords[i+2*1+1] = cy - r/6*xdy + r*ydy; - coords[i+2*2+0] = cx + r/6*xdx + r*ydx; - coords[i+2*2+1] = cy + r/6*xdy + r*ydy; - coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx; - coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy; - coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx; - coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy; - - tdx = ydx; - tdy = ydy; - ydx = xdx; - ydy = xdy; - xdx = -tdx; - xdy = -tdy; - } - - draw_polygon(dr, coords, 5*4, COL_MINE, COL_MINE); + draw_circle(dr, cx, cy, 5*r/6, COL_MINE, COL_MINE); + draw_rect(dr, cx - r/6, cy - r, 2*(r/6)+1, 2*r+1, COL_MINE); + draw_rect(dr, cx - r, cy - r/6, 2*r+1, 2*(r/6)+1, COL_MINE); draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); } -#endif if (v == 66) { /* @@ -2913,15 +2955,17 @@ static void draw_tile(drawing *dr, game_drawstate *ds, draw_update(dr, x, 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 x, y; int mines, markers, bg; + int cx = -1, cy = -1, cmoved; if (flashtime) { - int frame = (flashtime / FLASH_FRAME); + int frame = (int)(flashtime / FLASH_FRAME); if (frame % 2) bg = (ui->flash_is_death ? COL_BACKGROUND : COL_LOWLIGHT); else @@ -2961,6 +3005,10 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, ds->started = TRUE; } + if (ui->cur_visible) cx = ui->cur_x; + if (ui->cur_visible) cy = ui->cur_y; + cmoved = (cx != ds->cur_x || cy != ds->cur_y); + /* * Now draw the tiles. Also in this loop, count up the number * of mines and mine markers. @@ -2968,7 +3016,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, mines = markers = 0; for (y = 0; y < ds->h; y++) for (x = 0; x < ds->w; x++) { - int v = state->grid[y*ds->w+x]; + int v = state->grid[y*ds->w+x], cc = 0; if (v == -1) markers++; @@ -2999,12 +3047,18 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, (abs(x-ui->hx) <= ui->hradius && abs(y-ui->hy) <= ui->hradius)) v -= 20; - if (ds->grid[y*ds->w+x] != v || bg != ds->bg) { - draw_tile(dr, ds, COORD(x), COORD(y), v, bg); + if (cmoved && /* if cursor has moved, force redraw of curr and prev pos */ + ((x == cx && y == cy) || (x == ds->cur_x && y == ds->cur_y))) + cc = 1; + + if (ds->grid[y*ds->w+x] != v || bg != ds->bg || cc) { + draw_tile(dr, ds, COORD(x), COORD(y), v, + (x == cx && y == cy) ? COL_CURSOR : bg); ds->grid[y*ds->w+x] = v; } } ds->bg = bg; + ds->cur_x = cx; ds->cur_y = cy; if (!state->layout->mines) mines = state->layout->n; @@ -3031,14 +3085,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, } } -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->used_solve || newstate->used_solve) return 0.0F; @@ -3056,18 +3110,28 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_timing_state(game_state *state, game_ui *ui) +static int game_status(const game_state *state) +{ + /* + * We report the game as lost only if the player has used the + * Solve function to reveal all the mines. Otherwise, we assume + * they'll undo and continue play. + */ + return state->won ? (state->used_solve ? -1 : +1) : 0; +} + +static int game_timing_state(const game_state *state, game_ui *ui) { if (state->dead || state->won || ui->completed || !state->layout->mines) return FALSE; 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) { } @@ -3091,7 +3155,7 @@ const struct game thegame = { dup_game, free_game, TRUE, solve_game, - TRUE, game_text_format, + TRUE, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui, @@ -3106,6 +3170,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_status, FALSE, FALSE, game_print_size, game_print, TRUE, /* wants_statusbar */ TRUE, game_timing_state, @@ -3181,3 +3246,5 @@ int main(int argc, char **argv) } #endif + +/* vim: set shiftwidth=4 tabstop=8: */