X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=sixteen.c;h=06494f5d000c9f3e0a9e9c8519800178ca913cee;hb=3ce69e84cad15844282d691fa03e711c5353c05e;hp=9a347fa9153bab0d2f9b544d671cc630c4409ea8;hpb=69f7e7f8f5890946f4625fc071eb3f8313b17238;p=sgt-puzzles.git diff --git a/sixteen.c b/sixteen.c index 9a347fa..06494f5 100644 --- a/sixteen.c +++ b/sixteen.c @@ -13,8 +13,9 @@ #include "puzzles.h" -#define TILE_SIZE 48 -#define BORDER TILE_SIZE /* big border to fill with arrows */ +#define PREFERRED_TILE_SIZE 48 +#define TILE_SIZE (ds->tilesize) +#define BORDER TILE_SIZE #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) #define COORD(x) ( (x) * TILE_SIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + 2*TILE_SIZE) / TILE_SIZE - 2 ) @@ -26,6 +27,9 @@ #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, @@ -43,7 +47,6 @@ struct game_state { int w, h, n; int *tiles; int completed; - int just_used_solve; /* used to suppress undo animation */ int used_solve; /* used to suppress completion flash */ int movecount, movetarget; int last_movement_sense; @@ -88,7 +91,7 @@ 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 */ @@ -99,7 +102,7 @@ static void decode_params(game_params *ret, char const *string) { ret->w = ret->h = atoi(string); ret->movetarget = 0; - while (*string && isdigit(*string)) string++; + while (*string && isdigit((unsigned char)*string)) string++; if (*string == 'x') { string++; ret->h = atoi(string); @@ -114,7 +117,7 @@ static void decode_params(game_params *ret, char const *string) } } -static char *encode_params(game_params *params, int full) +static char *encode_params(const game_params *params, int full) { char data[256]; @@ -127,7 +130,7 @@ static char *encode_params(game_params *params, int full) 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]; @@ -160,7 +163,7 @@ 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); @@ -171,7 +174,7 @@ static game_params *custom_params(config_item *cfg) return ret; } -static char *validate_params(game_params *params) +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"; @@ -193,8 +196,8 @@ static int perm_parity(int *perm, int n) return ret; } -static char *new_game_desc(game_params *params, random_state *rs, - game_aux_info **aux, int interactive) +static char *new_game_desc(const game_params *params, random_state *rs, + char **aux, int interactive) { int stop, n, i, x; int x1, x2, p1, p2; @@ -397,15 +400,11 @@ static char *new_game_desc(game_params *params, random_state *rs, 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) +static char *validate_desc(const game_params *params, const char *desc) { - char *p, *err; + const char *p; + char *err; int i, area; int *used; @@ -418,7 +417,7 @@ static char *validate_desc(game_params *params, char *desc) used[i] = FALSE; for (i = 0; i < area; i++) { - char *q = p; + const char *q = p; int n; if (*p < '0' || *p > '9') { @@ -454,11 +453,12 @@ static char *validate_desc(game_params *params, char *desc) return err; } -static game_state *new_game(midend_data *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; @@ -478,13 +478,13 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) state->completed = state->movecount = 0; state->movetarget = params->movetarget; - state->used_solve = state->just_used_solve = FALSE; + state->used_solve = FALSE; state->last_movement_sense = 0; 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); @@ -497,7 +497,6 @@ static game_state *dup_game(game_state *state) ret->movecount = state->movecount; ret->movetarget = state->movetarget; ret->used_solve = state->used_solve; - ret->just_used_solve = state->just_used_solve; ret->last_movement_sense = state->last_movement_sense; return ret; @@ -509,28 +508,18 @@ static void free_game(game_state *state) sfree(state); } -static game_state *solve_game(game_state *state, game_aux_info *aux, - char **error) +static char *solve_game(const game_state *state, const game_state *currstate, + const 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. - */ - for (i = 0; i < ret->n; i++) - ret->tiles[i] = i+1; - ret->used_solve = ret->just_used_solve = TRUE; - ret->completed = ret->movecount = 1; + return dupstr("S"); +} - return ret; +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; @@ -569,64 +558,223 @@ static char *game_text_format(game_state *state) return ret; } -static game_ui *new_ui(game_state *state) +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(const game_state *state) { - return NULL; + game_ui *ui = snew(game_ui); + ui->cur_x = 0; + ui->cur_y = 0; + ui->cur_visible = FALSE; + ui->cur_mode = unlocked; + + return ui; } static void free_ui(game_ui *ui) { + sfree(ui); } -static void game_changed_state(game_ui *ui, game_state *oldstate, - game_state *newstate) +static char *encode_ui(const game_ui *ui) { + return NULL; } -static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, - int x, int y, int button) { - int cx, cy; - int dx, dy, tx, ty, n; - game_state *ret; +static void decode_ui(game_ui *ui, const char *encoding) +{ +} + +static void game_changed_state(game_ui *ui, const game_state *oldstate, + const game_state *newstate) +{ +} + +struct game_drawstate { + int started; + int w, h, bgcolour; + int *tiles; + int tilesize; + int cur_x, cur_y; +}; + +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 (button != LEFT_BUTTON && button != RIGHT_BUTTON) - return NULL; - - cx = FROMCOORD(x); - cy = FROMCOORD(y); - if (cx == -1 && cy >= 0 && cy < from->h) - n = from->w, dx = +1, dy = 0; - else if (cx == from->w && cy >= 0 && cy < from->h) - n = from->w, dx = -1, dy = 0; - else if (cy == -1 && cx >= 0 && cx < from->w) - n = from->h, dy = +1, dx = 0; - else if (cy == from->h && cx >= 0 && cx < from->w) - n = from->h, dy = -1, dx = 0; + + if (IS_CURSOR_MOVE(button) || pad) { + if (!ui->cur_visible) { + ui->cur_visible = 1; + return ""; + } + + 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 ""; + } + } + + if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { + cx = FROMCOORD(x); + cy = FROMCOORD(y); + ui->cur_visible = 0; + } else if (IS_CURSOR_SELECT(button)) { + if (ui->cur_visible) { + 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 ""; + } + } else { + return NULL; + } + + if (cx == -1 && cy >= 0 && cy < state->h) + dx = -1, dy = 0; + else if (cx == state->w && cy >= 0 && cy < state->h) + dx = +1, dy = 0; + else if (cy == -1 && cx >= 0 && cx < state->w) + dy = -1, dx = 0; + else if (cy == state->h && cx >= 0 && cx < state->w) + dy = +1, dx = 0; else - return NULL; /* invalid click location */ + return ""; /* invalid click location */ /* reverse direction if right hand button is pressed */ - if (button == RIGHT_BUTTON) - { - dx = -dx; if (dx) cx = from->w - 1 - cx; - dy = -dy; if (dy) cy = from->h - 1 - cy; + if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) { + dx = -dx; + dy = -dy; + } + + if (dx) + sprintf(buf, "R%d,%d", cy, dx); + else + sprintf(buf, "C%d,%d", cx, dy); + return dupstr(buf); +} + +static game_state *execute_move(const game_state *from, const char *move) +{ + int cx, cy, dx, dy; + int tx, ty, n; + game_state *ret; + + 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. + */ + for (i = 0; i < ret->n; i++) + ret->tiles[i] = i+1; + ret->used_solve = TRUE; + ret->completed = ret->movecount = 1; + + return ret; } + if (move[0] == 'R' && sscanf(move+1, "%d,%d", &cy, &dx) == 2 && + cy >= 0 && cy < from->h) { + cx = dy = 0; + n = from->w; + } else if (move[0] == 'C' && sscanf(move+1, "%d,%d", &cx, &dy) == 2 && + cx >= 0 && cx < from->w) { + cy = dx = 0; + n = from->h; + } else + return NULL; + ret = dup_game(from); - ret->just_used_solve = FALSE; /* zero this in a hurry */ do { - cx += dx; - cy += dy; - tx = (cx + dx + from->w) % from->w; - ty = (cy + dy + from->h) % from->h; + tx = (cx - dx + from->w) % from->w; + ty = (cy - dy + from->h) % from->h; ret->tiles[C(ret, cx, cy)] = from->tiles[C(from, tx, ty)]; + cx = tx; + cy = ty; } while (--n > 0); ret->movecount++; - ret->last_movement_sense = -(dx+dy); + ret->last_movement_sense = dx+dy; /* * See if the game has been completed. @@ -645,50 +793,38 @@ static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds, * Drawing routines. */ -struct game_drawstate { - int started; - int w, h, bgcolour; - int *tiles; -}; - -static void game_size(game_params *params, 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; + ads.tilesize = tilesize; + *x = TILE_SIZE * params->w + 2 * BORDER; *y = TILE_SIZE * params->h + 2 * BORDER; } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static void game_set_size(drawing *dr, game_drawstate *ds, + const game_params *params, int tilesize) +{ + ds->tilesize = tilesize; +} + +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; - float max; - frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); - /* - * Drop the background colour so that the highlight is - * noticeably brighter than it while still being under 1. - */ - max = ret[COL_BACKGROUND*3]; - for (i = 1; i < 3; i++) - if (ret[COL_BACKGROUND*3+i] > max) - max = ret[COL_BACKGROUND*3+i]; - if (max * 1.2F > 1.0F) { - for (i = 0; i < 3; i++) - ret[COL_BACKGROUND*3+i] /= (max * 1.2F); - } - - for (i = 0; i < 3; i++) { - ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; - ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; + for (i = 0; i < 3; i++) ret[COL_TEXT * 3 + i] = 0.0; - } *ncolours = NCOLOURS; return ret; } -static game_drawstate *game_new_drawstate(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; @@ -698,23 +834,26 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->h = state->h; ds->bgcolour = COL_BACKGROUND; ds->tiles = snewn(ds->w*ds->h, int); + ds->tilesize = 0; /* haven't decided yet */ for (i = 0; i < ds->w*ds->h; i++) ds->tiles[i] = -1; + ds->cur_x = ds->cur_y = -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); } -static void draw_tile(frontend *fe, game_state *state, int x, int y, +static void draw_tile(drawing *dr, game_drawstate *ds, + const game_state *state, int x, int y, int tile, int flash_colour) { if (tile == 0) { - draw_rect(fe, x, y, TILE_SIZE, TILE_SIZE, + draw_rect(dr, x, y, TILE_SIZE, TILE_SIZE, flash_colour); } else { int coords[6]; @@ -726,27 +865,26 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, coords[3] = y; coords[4] = x; coords[5] = y + TILE_SIZE - 1; - draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); + draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); coords[0] = x; coords[1] = y; - draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); + draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); - draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, + draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, flash_colour); sprintf(str, "%d", tile); - draw_text(fe, x + TILE_SIZE/2, y + TILE_SIZE/2, + draw_text(dr, x + TILE_SIZE/2, y + TILE_SIZE/2, FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, COL_TEXT, str); } - draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); + draw_update(dr, x, y, TILE_SIZE, TILE_SIZE); } -static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) +static void draw_arrow(drawing *dr, game_drawstate *ds, + int x, int y, int xdx, int xdy, int cur) { int coords[14]; int ydy = -xdx, ydx = xdy; @@ -763,15 +901,36 @@ static void draw_arrow(frontend *fe, int x, int y, int xdx, int xdy) POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ - draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT); - draw_polygon(fe, coords, 7, FALSE, COL_TEXT); + draw_polygon(dr, coords, 7, cur ? COL_HIGHLIGHT : COL_LOWLIGHT, COL_TEXT); +} + +static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds, + int cur_x, int cur_y, int cur) +{ + if (cur_x == -1 && cur_y == -1) + return; /* 'no cursur here */ + else if (cur_x == -1) /* LH column. */ + draw_arrow(dr, ds, COORD(0), COORD(cur_y+1), 0, -1, cur); + else if (cur_x == ds->w) /* RH column */ + draw_arrow(dr, ds, COORD(ds->w), COORD(cur_y), 0, +1, cur); + else if (cur_y == -1) /* Top row */ + draw_arrow(dr, ds, COORD(cur_x), COORD(0), +1, 0, cur); + else if (cur_y == ds->h) /* Bottom row */ + draw_arrow(dr, ds, COORD(cur_x+1), COORD(ds->h), -1, 0, cur); + else + return; + + draw_update(dr, COORD(cur_x), COORD(cur_y), + TILE_SIZE, TILE_SIZE); } -static void game_redraw(frontend *fe, 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 (flashtime > 0) { int frame = (int)(flashtime / FLASH_FRAME); @@ -782,10 +941,10 @@ 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->w + 2 * BORDER, TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); - draw_update(fe, 0, 0, + draw_update(dr, 0, 0, TILE_SIZE * state->w + 2 * BORDER, TILE_SIZE * state->h + 2 * BORDER); @@ -802,34 +961,44 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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(dr, 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(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); /* * Arrows for making moves. */ for (i = 0; i < state->w; i++) { - draw_arrow(fe, COORD(i), COORD(0), +1, 0); - draw_arrow(fe, COORD(i+1), COORD(state->h), -1, 0); + draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0, 0); + draw_arrow(dr, ds, COORD(i+1), COORD(state->h), -1, 0, 0); } for (i = 0; i < state->h; i++) { - draw_arrow(fe, COORD(state->w), COORD(i), 0, +1); - draw_arrow(fe, COORD(0), COORD(i+1), 0, -1); + draw_arrow(dr, ds, COORD(state->w), COORD(i), 0, +1, 0); + draw_arrow(dr, ds, COORD(0), COORD(i+1), 0, -1, 0); } ds->started = TRUE; } + /* + * Cursor (highlighted arrow around edge) + */ + 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); + } /* * Now draw each tile. */ - clip(fe, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); + clip(dr, COORD(0), COORD(0), TILE_SIZE*state->w, TILE_SIZE*state->h); for (i = 0; i < state->n; i++) { int t, t0; @@ -848,8 +1017,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, 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 @@ -917,14 +1089,20 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, x2 = y2 = -1; } - draw_tile(fe, 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(fe, state, x2, y2, t, bgcolour); + draw_tile(dr, ds, state, x2, y2, t, bgcolour); } ds->tiles[i] = t0; } - unclip(fe); + ds->cur_x = cur_x; + ds->cur_y = cur_y; + + unclip(dr); ds->bgcolour = bgcolour; @@ -953,22 +1131,18 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, state->movetarget); } - status_bar(fe, statusbuf); + status_bar(dr, statusbuf); } } -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) { - if ((dir > 0 && newstate->just_used_solve) || - (dir < 0 && oldstate->just_used_solve)) - return 0.0F; - else - return ANIM_TIME; + 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) @@ -977,22 +1151,30 @@ static float game_flash_length(game_state *oldstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_status(const game_state *state) { - return TRUE; + return state->completed ? +1 : 0; } -static int game_timing_state(game_state *state) +static int game_timing_state(const game_state *state, game_ui *ui) { return TRUE; } +static void game_print_size(const game_params *params, float *x, float *y) +{ +} + +static void game_print(drawing *dr, const game_state *state, int tilesize) +{ +} + #ifdef COMBINED #define thegame sixteen #endif const struct game thegame = { - "Sixteen", "games.sixteen", + "Sixteen", "games.sixteen", "sixteen", default_params, game_fetch_preset, decode_params, @@ -1002,25 +1184,31 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, 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, + 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, game_redraw, game_anim_length, game_flash_length, - game_wants_statusbar, + game_status, + FALSE, FALSE, game_print_size, game_print, + TRUE, /* wants_statusbar */ FALSE, game_timing_state, - 0, /* mouse_priorities */ + 0, /* flags */ }; + +/* vim: set shiftwidth=4 tabstop=8: */