X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=sixteen.c;h=06494f5d000c9f3e0a9e9c8519800178ca913cee;hb=3ce69e84cad15844282d691fa03e711c5353c05e;hp=fbed0554d60f20f6d5e2cd85699d997c99fa35e0;hpb=b7f192eea34e0bd36abcd457333ab37eb221789f;p=sgt-puzzles.git diff --git a/sixteen.c b/sixteen.c index fbed055..06494f5 100644 --- a/sixteen.c +++ b/sixteen.c @@ -27,6 +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, @@ -44,7 +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; @@ -89,7 +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 */ @@ -115,7 +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]; @@ -128,7 +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]; @@ -161,7 +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); @@ -172,7 +174,7 @@ 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) { if (params->w < 2 || params->h < 2) return "Width and height must both be at least two"; @@ -194,7 +196,7 @@ static int perm_parity(int *perm, int n) 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; @@ -399,9 +401,10 @@ 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) { - char *p, *err; + const char *p; + char *err; int i, area; int *used; @@ -414,7 +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') { @@ -450,11 +453,12 @@ static char *validate_desc(game_params *params, char *desc) 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; @@ -474,13 +478,13 @@ static game_state *new_game(midend *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); @@ -493,7 +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; @@ -505,13 +508,18 @@ 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) { 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, *p, buf[80]; int x, y, col, maxlen; @@ -550,26 +558,41 @@ 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 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) { } @@ -578,20 +601,106 @@ struct game_drawstate { int w, h, bgcolour; int *tiles; int tilesize; + 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, cy, dx, dy; + 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 (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) @@ -601,10 +710,10 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, 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) { + if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) { dx = -dx; dy = -dy; } @@ -616,7 +725,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, 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; @@ -636,7 +745,7 @@ static game_state *execute_move(game_state *from, char *move) */ for (i = 0; i < ret->n; i++) ret->tiles[i] = i+1; - ret->used_solve = ret->just_used_solve = TRUE; + ret->used_solve = TRUE; ret->completed = ret->movecount = 1; return ret; @@ -654,7 +763,6 @@ static game_state *execute_move(game_state *from, char *move) return NULL; ret = dup_game(from); - ret->just_used_solve = FALSE; /* zero this in a hurry */ do { tx = (cx - dx + from->w) % from->w; @@ -685,8 +793,8 @@ 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; @@ -697,12 +805,12 @@ 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; } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; @@ -716,7 +824,7 @@ static float *game_colours(frontend *fe, game_state *state, int *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); int i; @@ -729,6 +837,7 @@ static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) 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; } @@ -740,7 +849,7 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds) } 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) { @@ -775,7 +884,7 @@ static void draw_tile(drawing *dr, game_drawstate *ds, } static void draw_arrow(drawing *dr, game_drawstate *ds, - int x, int y, int xdx, int xdy) + int x, int y, int xdx, int xdy, int cur) { int coords[14]; int ydy = -xdx, ydx = xdy; @@ -792,14 +901,36 @@ static void draw_arrow(drawing *dr, game_drawstate *ds, POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2); /* left concave */ POINT(6, TILE_SIZE / 4, TILE_SIZE / 2); /* left corner */ - draw_polygon(dr, coords, 7, COL_LOWLIGHT, COL_TEXT); + draw_polygon(dr, coords, 7, cur ? COL_HIGHLIGHT : COL_LOWLIGHT, COL_TEXT); } -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 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(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); @@ -840,16 +971,28 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, * Arrows for making moves. */ for (i = 0; i < state->w; i++) { - draw_arrow(dr, ds, COORD(i), COORD(0), +1, 0); - draw_arrow(dr, ds, 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(dr, ds, COORD(state->w), COORD(i), 0, +1); - draw_arrow(dr, ds, 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. @@ -874,8 +1017,11 @@ static void game_redraw(drawing *dr, 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 @@ -943,13 +1089,19 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, 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; @@ -983,18 +1135,14 @@ 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) { - 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) @@ -1003,21 +1151,21 @@ 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, game_ui *ui) +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) { } @@ -1026,7 +1174,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize) #endif const struct game thegame = { - "Sixteen", "games.sixteen", + "Sixteen", "games.sixteen", "sixteen", default_params, game_fetch_preset, decode_params, @@ -1041,7 +1189,7 @@ 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, @@ -1056,8 +1204,11 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_status, FALSE, FALSE, game_print_size, game_print, - game_wants_statusbar, + TRUE, /* wants_statusbar */ FALSE, game_timing_state, 0, /* flags */ }; + +/* vim: set shiftwidth=4 tabstop=8: */