chiark / gitweb /
Tents: mark squares as non-tents with {Shift,Control}-cursor keys.
[sgt-puzzles.git] / netslide.c
index 552b728c4f9d2dcc7fddae2568fadc4edc0cc44f..89b0edf18c87530375ec9e5671ab311971e0bc36 100644 (file)
@@ -197,7 +197,7 @@ 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 */
@@ -232,7 +232,7 @@ 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 ret[400];
     int len;
@@ -252,7 +252,7 @@ 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];
@@ -296,7 +296,7 @@ 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);
 
@@ -309,7 +309,7 @@ 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->width <= 1 || params->height <= 1)
        return "Width and height must both be greater than one";
@@ -324,7 +324,7 @@ static char *validate_params(game_params *params, int full)
  * Randomly select a new game description.
  */
 
-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)
 {
     tree234 *possibilities, *barriertree;
@@ -696,7 +696,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
     return desc;
 }
 
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
 {
     int w = params->width, h = params->height;
     int i;
@@ -726,7 +726,8 @@ static char *validate_desc(game_params *params, char *desc)
  * Construct an initial game state, given a description and parameters.
  */
 
-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;
     int w, h, x, y;
@@ -852,7 +853,7 @@ static game_state *new_game(midend *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;
 
@@ -884,8 +885,8 @@ 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 (!aux) {
        *error = "Solution not known for this puzzle";
@@ -895,12 +896,12 @@ static char *solve_game(game_state *state, game_state *currstate,
     return dupstr(aux);
 }
 
-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)
 {
     return NULL;
 }
@@ -919,7 +920,7 @@ static char *game_text_format(game_state *state)
  * squares in the moving_row and moving_col are always inactive - this
  * is so that "current" doesn't appear to jump across moving lines.
  */
-static unsigned char *compute_active(game_state *state,
+static unsigned char *compute_active(const game_state *state,
                                      int moving_row, int moving_col)
 {
     unsigned char *active;
@@ -976,7 +977,7 @@ struct game_ui {
     int 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->cur_x = 0;
@@ -991,12 +992,12 @@ 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)
 {
 }
 
@@ -1042,8 +1043,8 @@ static void slide_col(game_state *state, int dir, int col)
     slide_col_int(state->width, state->height, state->tiles, dir, col);
 }
 
-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)
 {
 }
 
@@ -1055,11 +1056,12 @@ struct game_drawstate {
     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;
-    int n, dx, dy;
+    int dx, dy;
     char buf[80];
 
     button &= ~MOD_MASK;
@@ -1101,7 +1103,6 @@ static char *interpret_move(game_state *state, game_ui *ui,
         if (cx == -1) dx = +1;
         else if (cx == state->width) dx = -1;
         else return NULL;
-        n = state->width;
         dy = 0;
     }
     else if (cx >= 0 && cx < state->width && cx != state->cx)
@@ -1109,7 +1110,6 @@ static char *interpret_move(game_state *state, game_ui *ui,
         if (cy == -1) dy = +1;
         else if (cy == state->height) dy = -1;
         else return NULL;
-        n = state->height;
         dx = 0;
     }
     else
@@ -1129,7 +1129,7 @@ static char *interpret_move(game_state *state, game_ui *ui,
     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)
 {
     game_state *ret;
     int c, d, col;
@@ -1204,7 +1204,7 @@ static game_state *execute_move(game_state *from, char *move)
  * Routines for drawing the game position on the screen.
  */
 
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
 {
     game_drawstate *ds = snew(game_drawstate);
 
@@ -1225,8 +1225,8 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
     sfree(ds);
 }
 
-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;
@@ -1237,7 +1237,7 @@ 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;
 }
@@ -1376,7 +1376,7 @@ static void draw_barrier(drawing *dr, game_drawstate *ds,
     }
 }
 
-static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
+static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
                       int x, int y, int tile, float xshift, float yshift)
 {
     int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (int)(xshift * TILE_SIZE);
@@ -1515,7 +1515,7 @@ static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
 }
 
 static void draw_tile_barriers(drawing *dr, game_drawstate *ds,
-                               game_state *state, int x, int y)
+                               const game_state *state, int x, int y)
 {
     int phase;
     int dir;
@@ -1582,10 +1582,12 @@ static void draw_arrow_for_cursor(drawing *dr, game_drawstate *ds,
                 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 t, float ft)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+                        const game_state *oldstate, const game_state *state,
+                        int dir, const game_ui *ui,
+                        float t, float ft)
 {
-    int x, y, tx, ty, frame;
+    int x, y, frame;
     unsigned char *active;
     float xshift = 0.0;
     float yshift = 0.0;
@@ -1671,13 +1673,12 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
      * backwards.
      */
     if (oldstate && oldstate->move_count > state->move_count) {
-        game_state * tmpstate = state;
+        const game_state * tmpstate = state;
         state = oldstate;
         oldstate = tmpstate;
         t = ANIM_TIME - t;
     }
 
-    tx = ty = -1;
     if (oldstate && (t < ANIM_TIME)) {
         /*
          * We're animating a slide, of row/column number
@@ -1798,14 +1799,14 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     sfree(active);
 }
 
-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 the game has just been completed, we display a completion
@@ -1829,16 +1830,21 @@ static float game_flash_length(game_state *oldstate,
     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 FALSE;
 }
 
-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)
 {
 }
 
@@ -1877,6 +1883,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
     TRUE,                             /* wants_statusbar */
     FALSE, game_timing_state,