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 */
static int game_fetch_preset(int i, char **name, game_params **params)
{
static struct {
- char *title;
+ const char *title;
game_params params;
- } presets[] = {
+ } const presets[] = {
{ "3x3 rows only", { 3, 3, 2, TRUE, FALSE } },
{ "3x3 normal", { 3, 3, 2, FALSE, FALSE } },
{ "3x3 orientable", { 3, 3, 2, FALSE, TRUE } },
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char buf[256];
sprintf(buf, "%dx%dn%d%s%s", params->w, params->h, params->n,
return dupstr(buf);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret;
char buf[80];
ret[0].name = "Width";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->w);
- ret[0].sval = dupstr(buf);
- ret[0].ival = 0;
+ ret[0].u.string.sval = dupstr(buf);
ret[1].name = "Height";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->h);
- ret[1].sval = dupstr(buf);
- ret[1].ival = 0;
+ ret[1].u.string.sval = dupstr(buf);
ret[2].name = "Rotating block size";
ret[2].type = C_STRING;
sprintf(buf, "%d", params->n);
- ret[2].sval = dupstr(buf);
- ret[2].ival = 0;
+ ret[2].u.string.sval = dupstr(buf);
ret[3].name = "One number per row";
ret[3].type = C_BOOLEAN;
- ret[3].sval = NULL;
- ret[3].ival = params->rowsonly;
+ ret[3].u.boolean.bval = params->rowsonly;
ret[4].name = "Orientation matters";
ret[4].type = C_BOOLEAN;
- ret[4].sval = NULL;
- ret[4].ival = params->orientable;
+ ret[4].u.boolean.bval = params->orientable;
ret[5].name = "Number of shuffling moves";
ret[5].type = C_STRING;
sprintf(buf, "%d", params->movetarget);
- ret[5].sval = dupstr(buf);
- ret[5].ival = 0;
+ ret[5].u.string.sval = dupstr(buf);
ret[6].name = NULL;
ret[6].type = C_END;
- ret[6].sval = NULL;
- ret[6].ival = 0;
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);
- ret->w = atoi(cfg[0].sval);
- ret->h = atoi(cfg[1].sval);
- ret->n = atoi(cfg[2].sval);
- ret->rowsonly = cfg[3].ival;
- ret->orientable = cfg[4].ival;
- ret->movetarget = atoi(cfg[5].sval);
+ ret->w = atoi(cfg[0].u.string.sval);
+ ret->h = atoi(cfg[1].u.string.sval);
+ ret->n = atoi(cfg[2].u.string.sval);
+ ret->rowsonly = cfg[3].u.boolean.bval;
+ ret->orientable = cfg[4].u.boolean.bval;
+ ret->movetarget = atoi(cfg[5].u.string.sval);
return ret;
}
-static char *validate_params(game_params *params, int full)
+static const char *validate_params(const game_params *params, int full)
{
if (params->n < 2)
return "Rotating block size must be at least two";
return ok;
}
-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 *grid;
return ret;
}
-static char *validate_desc(game_params *params, char *desc)
+static const char *validate_desc(const game_params *params, const char *desc)
{
- char *p;
+ const char *p;
int w = params->w, h = params->h, wh = w*h;
int i;
return NULL;
}
-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 w = params->w, h = params->h, n = params->n, wh = w*h;
int i;
- char *p;
+ const char *p;
state->w = w;
state->h = h;
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);
return 0;
}
-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, const char **error)
{
return dupstr("S");
}
-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)
{
char *ret, *p, buf[80];
int i, x, y, col, o, maxlen;
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);
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)
{
}
int cur_x, cur_y;
};
-static char *interpret_move(game_state *state, game_ui *ui, const 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, n = state->n /* , wh = w*h */;
char buf[80];
if (button == CURSOR_DOWN && (ui->cur_y+n) < (h))
ui->cur_y++;
ui->cur_visible = 1;
- return "";
+ return UI_UPDATE;
}
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
dir = (button == CURSOR_SELECT2) ? -1 : +1;
} else {
ui->cur_visible = 1;
- return "";
+ return UI_UPDATE;
}
} else if (button == 'a' || button == 'A' || button==MOD_NUM_KEYPAD+'7') {
x = y = 0;
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 w = from->w, h = from->h, n = from->n, wh = w*h;
* 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;
}
static void game_set_size(drawing *dr, game_drawstate *ds,
- game_params *params, int tilesize)
+ const game_params *params, int tilesize)
{
ds->tilesize = tilesize;
}
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;
#define CUR_BOTTOM 4
#define CUR_LEFT 8
-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, int flash_colour,
struct rotation *rot, unsigned cedges)
{
return colours[(int)((angle + 2*PI) / (PI/16)) & 31];
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_anim_length_real(const game_state *oldstate,
+ const game_state *newstate, int dir,
+ const game_ui *ui)
{
+ /*
+ * Our game_anim_length doesn't need to modify its game_ui, so
+ * this is the real function which declares ui as const. We must
+ * wrap this for the backend structure with a version that has ui
+ * non-const, but we still need this version to call from within
+ * game_redraw which only has a const ui available.
+ */
return (float)(ANIM_PER_BLKSIZE_UNIT * sqrt(newstate->n-1));
}
-static float game_flash_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 game_anim_length_real(oldstate, newstate, dir, 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)
return 0.0F;
}
-static int game_status(game_state *state)
+static int game_status(const game_state *state)
{
return state->completed ? +1 : 0;
}
-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 i, bgcolour;
struct rotation srot, *rot;
*/
if (oldstate) {
float angle;
- float anim_max = game_anim_length(oldstate, state, dir, ui);
+ float anim_max = game_anim_length_real(oldstate, state, dir, ui);
if (dir > 0) {
lastx = state->lastx;
}
}
-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)
{
}
const struct game thegame = {
"Twiddle", "games.twiddle", "twiddle",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,