chiark / gitweb /
Fix completion checking in Killer Solo.
[sgt-puzzles.git] / flip.c
diff --git a/flip.c b/flip.c
index ce8202c7ae023a84ba4d92418bd561391ac8356d..2249698c8a18b6770e00a49b4e7fed16ad2cf28b 100644 (file)
--- a/flip.c
+++ b/flip.c
@@ -20,6 +20,7 @@ enum {
     COL_GRID,
     COL_DIAG,
     COL_HINT,
+    COL_CURSOR,
     NCOLOURS
 };
 
@@ -105,7 +106,7 @@ 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 */
@@ -115,11 +116,11 @@ static game_params *dup_params(game_params *params)
 static void decode_params(game_params *ret, char const *string)
 {
     ret->w = ret->h = atoi(string);
-    while (*string && isdigit(*string)) string++;
+    while (*string && isdigit((unsigned char)*string)) string++;
     if (*string == 'x') {
         string++;
         ret->h = atoi(string);
-        while (*string && isdigit(*string)) string++;
+        while (*string && isdigit((unsigned char)*string)) string++;
     }
     if (*string == 'r') {
         string++;
@@ -130,7 +131,7 @@ 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];
 
@@ -140,7 +141,7 @@ 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 = snewn(4, config_item);
     char buf[80];
@@ -170,7 +171,7 @@ 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);
 
@@ -181,7 +182,7 @@ 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 <= 0 || params->h <= 0)
         return "Width and height must both be greater than zero";
@@ -207,7 +208,7 @@ static char *encode_bitmap(unsigned char *bmp, int len)
     return ret;
 }
 
-static void decode_bitmap(unsigned char *bmp, int len, char *hex)
+static void decode_bitmap(unsigned char *bmp, int len, const char *hex)
 {
     int slen = (len + 3) / 4;
     int i;
@@ -346,7 +347,7 @@ static void addneighbours(tree234 *t, int w, int h, int cx, int cy,
     addsq(t, w, h, cx, cy, x, y+1, matrix);
 }
 
-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 w = params->w, h = params->h, wh = w * h;
@@ -595,7 +596,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
     return ret;
 }
 
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
 {
     int w = params->w, h = params->h, wh = w * h;
     int mlen = (wh*wh+3)/4, glen = (wh+3)/4;
@@ -612,7 +613,8 @@ static char *validate_desc(game_params *params, char *desc)
     return NULL;
 }
 
-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)
 {
     int w = params->w, h = params->h, wh = w * h;
     int mlen = (wh*wh+3)/4;
@@ -635,7 +637,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc)
     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);
 
@@ -670,8 +672,8 @@ static void rowxor(unsigned char *row1, unsigned char *row2, int len)
        row1[i] ^= row2[i];
 }
 
-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)
 {
     int w = state->w, h = state->h, wh = w * h;
     unsigned char *equations, *solution, *shortest;
@@ -852,31 +854,78 @@ static char *solve_game(game_state *state, game_state *currstate,
     return ret;
 }
 
-static char *game_text_format(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
 {
-    return NULL;
+    return TRUE;
 }
 
-static game_ui *new_ui(game_state *state)
+#define RIGHT 1
+#define DOWN gw
+
+static char *game_text_format(const game_state *state)
 {
-    return NULL;
+    int w = state->w, h = state->h, wh = w*h, r, c, dx, dy;
+    int cw = 4, ch = 4, gw = w * cw + 2, gh = h * ch + 1, len = gw * gh;
+    char *board = snewn(len + 1, char);
+
+    memset(board, ' ', len - 1);
+
+    for (r = 0; r < h; ++r) {
+       for (c = 0; c < w; ++c) {
+           int cell = r*ch*gw + c*cw, center = cell+(ch/2)*DOWN + cw/2*RIGHT;
+           char flip = (state->grid[r*w + c] & 1) ? '#' : '.';
+           for (dy = -1 + (r == 0); dy <= 1 - (r == h - 1); ++dy)
+               for (dx = -1 + (c == 0); dx <= 1 - (c == w - 1); ++dx)
+                   if (state->matrix->matrix[(r*w+c)*wh + ((r+dy)*w + c+dx)])
+                       board[center + dy*DOWN + dx*RIGHT] = flip;
+           board[cell] = '+';
+           for (dx = 1; dx < cw; ++dx) board[cell+dx*RIGHT] = '-';
+           for (dy = 1; dy < ch; ++dy) board[cell+dy*DOWN] = '|';
+       }
+       board[r*ch*gw + gw - 2] = '+';
+       board[r*ch*gw + gw - 1] = '\n';
+       for (dy = 1; dy < ch; ++dy) {
+           board[r*ch*gw + gw - 2 + dy*DOWN] = '|';
+           board[r*ch*gw + gw - 1 + dy*DOWN] = '\n';
+       }
+    }
+    memset(board + len - gw, '-', gw - 2);
+    for (c = 0; c <= w; ++c) board[len - gw + cw*c] = '+';
+    board[len - 1] = '\n';
+    board[len] = '\0';
+    return board;
+}
+
+#undef RIGHT
+#undef DOWN
+
+struct game_ui {
+    int cx, cy, cdraw;
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+    game_ui *ui = snew(game_ui);
+    ui->cx = ui->cy = ui->cdraw = 0;
+    return ui;
 }
 
 static void free_ui(game_ui *ui)
 {
+    sfree(ui);
 }
 
-char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
 {
     return NULL;
 }
 
-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)
 {
 }
 
@@ -886,24 +935,63 @@ struct game_drawstate {
     int tilesize;
 };
 
-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 w = state->w, h = state->h /*, wh = w * h */;
-    char buf[80];
+    int w = state->w, h = state->h, wh = w * h;
+    char buf[80], *nullret = NULL;
+
+    if (button == LEFT_BUTTON || IS_CURSOR_SELECT(button)) {
+        int tx, ty;
+        if (button == LEFT_BUTTON) {
+            tx = FROMCOORD(x), ty = FROMCOORD(y);
+            ui->cdraw = 0;
+        } else {
+            tx = ui->cx; ty = ui->cy;
+            ui->cdraw = 1;
+        }
+        nullret = "";
 
-    if (button == LEFT_BUTTON) {
-        int tx = FROMCOORD(x), ty = FROMCOORD(y);
         if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
-           sprintf(buf, "M%d,%d", tx, ty);
-           return dupstr(buf);
+            /*
+             * It's just possible that a manually entered game ID
+             * will have at least one square do nothing whatsoever.
+             * If so, we avoid encoding a move at all.
+             */
+            int i = ty*w+tx, j, makemove = FALSE;
+            for (j = 0; j < wh; j++) {
+                if (state->matrix->matrix[i*wh+j])
+                    makemove = TRUE;
+            }
+            if (makemove) {
+                sprintf(buf, "M%d,%d", tx, ty);
+                return dupstr(buf);
+            } else {
+                return NULL;
+            }
+        }
+    }
+    else if (IS_CURSOR_MOVE(button)) {
+        int dx = 0, dy = 0;
+        switch (button) {
+        case CURSOR_UP:         dy = -1; break;
+        case CURSOR_DOWN:       dy = 1; break;
+        case CURSOR_RIGHT:      dx = 1; break;
+        case CURSOR_LEFT:       dx = -1; break;
+        default: assert(!"shouldn't get here");
         }
+        ui->cx += dx; ui->cy += dy;
+        ui->cx = min(max(ui->cx, 0), state->w - 1);
+        ui->cy = min(max(ui->cy, 0), state->h - 1);
+        ui->cdraw = 1;
+        nullret = "";
     }
 
-    return NULL;
+    return nullret;
 }
 
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
 {
     int w = from->w, h = from->h, wh = w * h;
     game_state *ret;
@@ -954,28 +1042,24 @@ static game_state *execute_move(game_state *from, char *move)
  * Drawing routines.
  */
 
-static void game_size(game_params *params, game_drawstate *ds,
-                      int *x, int *y, int expand)
+static void game_compute_size(const 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 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);
 
@@ -1001,11 +1085,15 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     ret[COL_HINT * 3 + 1] = 0.0F;
     ret[COL_HINT * 3 + 2] = 0.0F;
 
+    ret[COL_CURSOR * 3 + 0] = 0.8F;
+    ret[COL_CURSOR * 3 + 1] = 0.0F;
+    ret[COL_CURSOR * 3 + 2] = 0.0F;
+
     *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;
@@ -1021,23 +1109,22 @@ static game_drawstate *game_new_drawstate(game_state *state)
     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_drawstate *ds,
-                     game_state *state, int x, int y, int tile, int anim,
-                     float animtime)
+static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
+                      int x, int y, int tile, int anim, float animtime)
 {
     int w = ds->w, h = ds->h, wh = w * h;
     int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER;
-    int i, j;
+    int i, j, dcol = (tile & 4) ? COL_CURSOR : COL_DIAG;
 
-    clip(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
+    clip(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
 
-    draw_rect(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
+    draw_rect(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
               anim ? COL_BACKGROUND : tile & 1 ? COL_WRONG : COL_RIGHT);
     if (anim) {
        /*
@@ -1048,19 +1135,18 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
 
        coords[0] = bx + TILE_SIZE;
        coords[1] = by;
-       coords[2] = bx + TILE_SIZE * animtime;
-       coords[3] = by + TILE_SIZE * animtime;
+       coords[2] = bx + (int)((float)TILE_SIZE * animtime);
+       coords[3] = by + (int)((float)TILE_SIZE * animtime);
        coords[4] = bx;
        coords[5] = by + TILE_SIZE;
-       coords[6] = bx + TILE_SIZE - TILE_SIZE * animtime;
-       coords[7] = by + TILE_SIZE - TILE_SIZE * animtime;
+       coords[6] = bx + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
+       coords[7] = by + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
 
        colour = (tile & 1 ? COL_WRONG : COL_RIGHT);
        if (animtime < 0.5)
            colour = COL_WRONG + COL_RIGHT - colour;
 
-       draw_polygon(fe, coords, 4, TRUE, colour);
-       draw_polygon(fe, coords, 4, FALSE, COL_GRID);
+       draw_polygon(dr, coords, 4, colour, COL_GRID);
     }
 
     /*
@@ -1075,12 +1161,12 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
                int cx = (bx + TILE_SIZE/2) + (2 * ox - 1) * td;
                int cy = (by + TILE_SIZE/2) + (2 * oy - 1) * td;
                if (ox == 0 && oy == 0)
-                    draw_rect(fe, cx, cy, 2*td+1, 2*td+1, COL_DIAG);
+                    draw_rect(dr, cx, cy, 2*td+1, 2*td+1, dcol);
                 else {
-                    draw_line(fe, cx, cy, cx+2*td, cy, COL_DIAG);
-                    draw_line(fe, cx, cy+2*td, cx+2*td, cy+2*td, COL_DIAG);
-                    draw_line(fe, cx, cy, cx, cy+2*td, COL_DIAG);
-                    draw_line(fe, cx+2*td, cy, cx+2*td, cy+2*td, COL_DIAG);
+                    draw_line(dr, cx, cy, cx+2*td, cy, dcol);
+                    draw_line(dr, cx, cy+2*td, cx+2*td, cy+2*td, dcol);
+                    draw_line(dr, cx, cy, cx, cy+2*td, dcol);
+                    draw_line(dr, cx+2*td, cy, cx+2*td, cy+2*td, dcol);
                 }
            }
 
@@ -1092,50 +1178,51 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
        int y1 = by + TILE_SIZE / 20, y2 = by + TILE_SIZE - TILE_SIZE / 20;
        int i = 3;
        while (i--) {
-           draw_line(fe, x1, y1, x2, y1, COL_HINT);
-           draw_line(fe, x1, y2, x2, y2, COL_HINT);
-           draw_line(fe, x1, y1, x1, y2, COL_HINT);
-           draw_line(fe, x2, y1, x2, y2, COL_HINT);
+           draw_line(dr, x1, y1, x2, y1, COL_HINT);
+           draw_line(dr, x1, y2, x2, y2, COL_HINT);
+           draw_line(dr, x1, y1, x1, y2, COL_HINT);
+           draw_line(dr, x2, y1, x2, y2, COL_HINT);
            x1++, y1++, x2--, y2--;
        }
     }
 
-    unclip(fe);
+    unclip(dr);
 
-    draw_update(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
+    draw_update(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
 }
 
-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 w = ds->w, h = ds->h, wh = w * h;
     int i, flashframe;
 
     if (!ds->started) {
-        draw_rect(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
+        draw_rect(dr, 0, 0, TILE_SIZE * w + 2 * BORDER,
                   TILE_SIZE * h + 2 * BORDER, COL_BACKGROUND);
 
         /*
          * Draw the grid lines.
          */
         for (i = 0; i <= w; i++)
-            draw_line(fe, i * TILE_SIZE + BORDER, BORDER,
+            draw_line(dr, i * TILE_SIZE + BORDER, BORDER,
                       i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER,
                       COL_GRID);
         for (i = 0; i <= h; i++)
-            draw_line(fe, BORDER, i * TILE_SIZE + BORDER,
+            draw_line(dr, BORDER, i * TILE_SIZE + BORDER,
                       w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER,
                       COL_GRID);
 
-        draw_update(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
+        draw_update(dr, 0, 0, TILE_SIZE * w + 2 * BORDER,
                     TILE_SIZE * h + 2 * BORDER);
 
         ds->started = TRUE;
     }
 
     if (flashtime)
-       flashframe = flashtime / FLASH_FRAME;
+       flashframe = (int)(flashtime / FLASH_FRAME);
     else
        flashframe = -1;
 
@@ -1159,14 +1246,16 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 
        if (!state->hints_active)
            v &= ~2;
+        if (ui->cdraw && ui->cx == x && ui->cy == y)
+            v |= 4;
 
-       if (oldstate && state->grid[i] != oldstate->grid[i])
+       if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) &~ 2))
            vv = 255;                  /* means `animated' */
        else
            vv = v;
 
         if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) {
-            draw_tile(fe, ds, state, x, y, v, vv == 255, animtime);
+            draw_tile(dr, ds, state, x, y, v, vv == 255, animtime);
             ds->tiles[i] = vv;
         }
     }
@@ -1180,18 +1269,18 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                 (state->cheated ? "Auto-solver used. " : "")),
                state->moves);
 
-       status_bar(fe, buf);
+       status_bar(dr, buf);
     }
 }
 
-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 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)
         return FLASH_FRAME * (max((newstate->w+1)/2, (newstate->h+1)/2)+1);
@@ -1199,22 +1288,30 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     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 flip
 #endif
 
 const struct game thegame = {
-    "Flip", "games.flip",
+    "Flip", "games.flip", "flip",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -1229,7 +1326,7 @@ const struct game thegame = {
     dup_game,
     free_game,
     TRUE, solve_game,
-    FALSE, game_text_format,
+    TRUE, game_can_format_as_text_now, game_text_format,
     new_ui,
     free_ui,
     encode_ui,
@@ -1237,14 +1334,16 @@ const struct game thegame = {
     game_changed_state,
     interpret_move,
     execute_move,
-    game_size,
+    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 */
 };