shithub: puzzles

Download patch

ref: cc0f957d8206833b09e44e639da078fe0d9278d5
parent: d2b0d8cf3fe5dd6c379300e791a24493fac2bb76
author: Simon Tatham <[email protected]>
date: Mon Jan 26 14:14:44 EST 2009

Patch from James H to add keyboard control in Sixteen and Netslide
(and also belatedly document the keyboard support in Unequal).

[originally from svn r8432]

--- a/misc.c
+++ b/misc.c
@@ -280,6 +280,35 @@
     return -1; /* not reached */
 }
 
+int c2diff(int w, int h, int cx, int cy, int button)
+{
+    int diff = 0;
+
+    assert(IS_CURSOR_MOVE(button));
+
+    /* Obvious moves around edge. */
+    if (cy == -1)
+        diff = (button == CURSOR_RIGHT) ? +1 : (button == CURSOR_LEFT) ? -1 : diff;
+    if (cy == h)
+        diff = (button == CURSOR_RIGHT) ? -1 : (button == CURSOR_LEFT) ? +1 : diff;
+    if (cx == -1)
+        diff = (button == CURSOR_UP) ? +1 : (button == CURSOR_DOWN) ? -1 : diff;
+    if (cx == w)
+        diff = (button == CURSOR_UP) ? -1 : (button == CURSOR_DOWN) ? +1 : diff;
+
+    if (button == CURSOR_LEFT && cx == w && (cy == 0 || cy == h-1))
+        diff = (cy == 0) ? -1 : +1;
+    if (button == CURSOR_RIGHT && cx == -1 && (cy == 0 || cy == h-1))
+        diff = (cy == 0) ? +1 : -1;
+    if (button == CURSOR_DOWN && cy == -1 && (cx == 0 || cx == w-1))
+        diff = (cx == 0) ? -1 : +1;
+    if (button == CURSOR_UP && cy == h && (cx == 0 || cx == w-1))
+        diff = (cx == 0) ? +1 : -1;
+
+    debug(("cx,cy = %d,%d; w%d h%d, diff = %d", cx, cy, w, h, diff));
+    return diff;
+}
+
 void pos2c(int w, int h, int pos, int *cx, int *cy)
 {
     int max = w+h+w+h;
--- a/netslide.c
+++ b/netslide.c
@@ -159,15 +159,15 @@
 
 static const struct { int x, y, wrap, bprob; const char* desc; }
 netslide_presets[] = {
-    {3, 3, FALSE, 1.0, " easy"},
-    {3, 3, FALSE, 0.0, " medium"},
-    {3, 3, TRUE,  0.0, " hard"},
-    {4, 4, FALSE, 1.0, " easy"},
-    {4, 4, FALSE, 0.0, " medium"},
-    {4, 4, TRUE,  0.0, " hard"},
-    {5, 5, FALSE, 1.0, " easy"},
-    {5, 5, FALSE, 0.0, " medium"},
-    {5, 5, TRUE,  0.0, " hard"},
+    {3, 3, FALSE, 1, " easy"},
+    {3, 3, FALSE, 0, " medium"},
+    {3, 3, TRUE,  0, " hard"},
+    {4, 4, FALSE, 1, " easy"},
+    {4, 4, FALSE, 0, " medium"},
+    {4, 4, TRUE,  0, " hard"},
+    {5, 5, FALSE, 1, " easy"},
+    {5, 5, FALSE, 0, " medium"},
+    {5, 5, TRUE,  0, " hard"},
 };
 
 static int game_fetch_preset(int i, char **name, game_params **params)
@@ -182,7 +182,7 @@
     ret->width = netslide_presets[i].x;
     ret->height = netslide_presets[i].y;
     ret->wrapping = netslide_presets[i].wrap;
-    ret->barrier_probability = netslide_presets[i].bprob;
+    ret->barrier_probability = (float)netslide_presets[i].bprob;
     ret->movetarget = 0;
 
     sprintf(str, "%dx%d%s", ret->width, ret->height, netslide_presets[i].desc);
@@ -221,7 +221,7 @@
         if ( (ret->wrapping = (*p == 'w')) != 0 )
             p++;
         if (*p == 'b') {
-            ret->barrier_probability = atof(++p);
+            ret->barrier_probability = (float)atof(++p);
             while (*p && (isdigit((unsigned char)*p) || *p == '.')) p++;
         }
         if (*p == 'm') {
@@ -979,8 +979,8 @@
 static game_ui *new_ui(game_state *state)
 {
     game_ui *ui = snew(game_ui);
-    ui->cur_x = state->width / 2;
-    ui->cur_y = state->height / 2;
+    ui->cur_x = 0;
+    ui->cur_y = -1;
     ui->cur_visible = FALSE;
 
     return ui;
@@ -1052,6 +1052,7 @@
     int width, height;
     int tilesize;
     unsigned char *visible;
+    int cur_x, cur_y;
 };
 
 static char *interpret_move(game_state *state, game_ui *ui,
@@ -1063,12 +1064,38 @@
 
     button &= ~MOD_MASK;
 
-    if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
-        return NULL;
+    if (IS_CURSOR_MOVE(button)) {
+        int cpos, diff = 0;
+        cpos = c2pos(state->width, state->height, ui->cur_x, ui->cur_y);
+        diff = c2diff(state->width, state->height, ui->cur_x, ui->cur_y, button);
 
-    cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
-    cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
+        if (diff != 0) {
+            do { /* we might have to do this more than once to skip missing arrows */
+                cpos += diff;
+                pos2c(state->width, state->height, cpos, &ui->cur_x, &ui->cur_y);
+            } while (ui->cur_x == state->cx || ui->cur_y == state->cy);
+        }
 
+        ui->cur_visible = 1;
+        return "";
+    }
+
+    if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+        cx = (x - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
+        cy = (y - (BORDER + WINDOW_OFFSET + TILE_BORDER) + 2*TILE_SIZE) / TILE_SIZE - 2;
+        ui->cur_visible = 0;
+    } else if (IS_CURSOR_SELECT(button)) {
+        if (ui->cur_visible) {
+            cx = ui->cur_x;
+            cy = ui->cur_y;
+        } else {
+            /* 'click' when cursor is invisible just makes cursor visible. */
+            ui->cur_visible = 1;
+            return "";
+        }
+    } else
+        return NULL;
+
     if (cy >= 0 && cy < state->height && cy != state->cy)
     {
         if (cx == -1) dx = +1;
@@ -1187,6 +1214,7 @@
     ds->visible = snewn(state->width * state->height, unsigned char);
     ds->tilesize = 0;                  /* not decided yet */
     memset(ds->visible, 0xFF, state->width * state->height);
+    ds->cur_x = ds->cur_y = -1;
 
     return ds;
 }
@@ -1351,8 +1379,8 @@
 static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
                       int x, int y, int tile, float xshift, float yshift)
 {
-    int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE);
-    int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (yshift * TILE_SIZE);
+    int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (int)(xshift * TILE_SIZE);
+    int by = BORDER + WINDOW_OFFSET + TILE_SIZE * y + (int)(yshift * TILE_SIZE);
     float cx, cy, ex, ey;
     int dir, col;
 
@@ -1509,7 +1537,7 @@
 }
 
 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;
@@ -1529,9 +1557,31 @@
     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_POWERED : 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, 0, cur_y+1, 0, -1, cur);
+    else if (cur_x == ds->width) /* RH column */
+        draw_arrow(dr, ds, ds->width, cur_y, 0, +1, cur);
+    else if (cur_y == -1) /* Top row */
+        draw_arrow(dr, ds, cur_x, 0, +1, 0, cur);
+    else if (cur_y == ds->height) /* Bottom row */
+        draw_arrow(dr, ds, cur_x+1, ds->height, -1, 0, cur);
+    else
+        assert(!"Invalid cursor position");
+
+    draw_update(dr,
+                cur_x * TILE_SIZE + BORDER + WINDOW_OFFSET,
+                cur_y * TILE_SIZE + BORDER + WINDOW_OFFSET,
+                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)
 {
@@ -1539,6 +1589,7 @@
     unsigned char *active;
     float xshift = 0.0;
     float yshift = 0.0;
+    int cur_x = -1, cur_y = -1;
 
     /*
      * Clear the screen and draw the exterior barrier lines if this
@@ -1595,16 +1646,27 @@
          */
         for (x = 0; x < ds->width; x++) {
             if (x == state->cx) continue;
-            draw_arrow(dr, ds, x, 0, +1, 0);
-            draw_arrow(dr, ds, x+1, ds->height, -1, 0);
+            draw_arrow(dr, ds, x, 0, +1, 0, 0);
+            draw_arrow(dr, ds, x+1, ds->height, -1, 0, 0);
         }
         for (y = 0; y < ds->height; y++) {
             if (y == state->cy) continue;
-            draw_arrow(dr, ds, ds->width, y, 0, +1);
-            draw_arrow(dr, ds, 0, y+1, 0, -1);
+            draw_arrow(dr, ds, ds->width, y, 0, +1, 0);
+            draw_arrow(dr, ds, 0, y+1, 0, -1, 0);
         }
     }
+    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. */
+        assert(cur_x != state->cx && cur_y != state->cy);
 
+        draw_arrow_for_cursor(dr, ds, cur_x, cur_y, 1);
+        draw_arrow_for_cursor(dr, ds, ds->cur_x, ds->cur_y, 0);
+        ds->cur_x = cur_x; ds->cur_y = cur_y;
+    }
+
     /* Check if this is an undo.  If so, we will need to run any animation
      * backwards.
      */
@@ -1622,9 +1684,9 @@
          * state->last_move_pos, in direction
          * state->last_move_dir
          */
-        xshift = state->last_move_row == -1 ? 0.0 :
+        xshift = state->last_move_row == -1 ? 0.0F :
                 (1 - t / ANIM_TIME) * state->last_move_dir;
-        yshift = state->last_move_col == -1 ? 0.0 :
+        yshift = state->last_move_col == -1 ? 0.0F :
                 (1 - t / ANIM_TIME) * state->last_move_dir;
     }
     
@@ -1678,8 +1740,8 @@
                 index(state, ds->visible, x, y) == 0xFF ||
                 (x == state->last_move_col || y == state->last_move_row))
             {
-                float xs = (y == state->last_move_row ? xshift : 0.0);
-                float ys = (x == state->last_move_col ? yshift : 0.0);
+                float xs = (y == state->last_move_row ? xshift : (float)0.0);
+                float ys = (x == state->last_move_col ? yshift : (float)0.0);
 
                 draw_tile(dr, ds, state, x, y, c, xs, ys);
                 if (xs < 0 && x == 0)
@@ -1820,3 +1882,5 @@
     FALSE, game_timing_state,
     0,				       /* flags */
 };
+
+/* vim: set shiftwidth=4 tabstop=8: */
--- a/puzzles.but
+++ b/puzzles.but
@@ -646,10 +646,14 @@
 
 \H{sixteen-controls} \I{controls, for Sixteen}Sixteen controls
 
-This game is played with the mouse. Left-clicking on an arrow will
-move the appropriate row or column in the direction indicated.
-Right-clicking will move it in the opposite direction.
+Left-clicking on an arrow will move the appropriate row or column in
+the direction indicated.  Right-clicking will move it in the opposite
+direction.
 
+Alternatively, use the cursor keys to move the position indicator
+around the edge of the grid, and use the return key to move the
+row/column in the direction indicated. 
+
 (All the actions described in \k{common-actions} are also available.)
 
 \H{sixteen-params} \I{parameters, for Sixteen}Sixteen parameters
@@ -833,8 +837,8 @@
 instead of rotating tiles back into place you have to slide them
 into place by moving a whole row at a time. 
 
-As in Sixteen, \I{controls, for Netslide}control is with the mouse.
-See \k{sixteen-controls}.
+As in Sixteen, \I{controls, for Netslide}control is with the mouse or
+cursor keys. See \k{sixteen-controls}.
 
 \I{parameters, for Netslide}The available game parameters have similar
 meanings to those in Net (see \k{net-params}) and Sixteen (see
@@ -2210,7 +2214,8 @@
 
 If you \e{right}-click in a square and then type a number, that
 number will be entered in the square as a \q{pencil mark}. You can
-have pencil marks for multiple numbers in the same square.
+have pencil marks for multiple numbers in the same square. Squares
+containing filled-in numbers cannot also contain pencil marks.
 
 The game pays no attention to pencil marks, so exactly what you use
 them for is up to you: you can use them as reminders that a
@@ -2227,7 +2232,14 @@
 
 As for Solo, the cursor keys can be used in conjunction with the digit
 keys to set numbers or pencil marks. You can also use the 'M' key to
-auto-fill every numeric hint, ready for removal as required. 
+auto-fill every numeric hint, ready for removal as required, or the 'H'
+key to do the same but also to remove all obvious hints. 
+
+Alternatively, use the cursor keys to move the mark around the grid.
+Pressing the return key toggles the mark (from a normal mark to a
+pencil mark), and typing a number in is entered in the square in the
+appropriate way; typing in a 0 or using the space bar will clear a
+filled square. 
 
 (All the actions described in \k{common-actions} are also available.)
 
--- a/puzzles.h
+++ b/puzzles.h
@@ -306,6 +306,7 @@
 
 /* Used in netslide.c and sixteen.c for cursor movement around edge. */
 int c2pos(int w, int h, int cx, int cy);
+int c2diff(int w, int h, int cx, int cy, int button);
 void pos2c(int w, int h, int pos, int *cx, int *cy);
 
 /* Draws text with an 'outline' formed by offsetting the text
--- a/sixteen.c
+++ b/sixteen.c
@@ -553,13 +553,24 @@
     return ret;
 }
 
+struct game_ui {
+    int cur_x, cur_y;
+    int cur_visible;
+};
+
 static game_ui *new_ui(game_state *state)
 {
-    return NULL;
+    game_ui *ui = snew(game_ui);
+    ui->cur_x = 0;
+    ui->cur_y = -1;
+    ui->cur_visible = FALSE;
+
+    return ui;
 }
 
 static void free_ui(game_ui *ui)
 {
+  sfree(ui);
 }
 
 static char *encode_ui(game_ui *ui)
@@ -581,20 +592,47 @@
     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)
 {
-    int cx, cy, dx, dy;
+    int cx = -1, cy = -1, dx, dy;
     char buf[80];
 
     button &= ~MOD_MASK;
-    if (button != LEFT_BUTTON && button != RIGHT_BUTTON)
-        return NULL;
 
-    cx = FROMCOORD(x);
-    cy = FROMCOORD(y);
+    if (IS_CURSOR_MOVE(button)) {
+        /* right/down rotates cursor clockwise,
+         * left/up rotates anticlockwise. */
+        int cpos, diff;
+        cpos = c2pos(state->w, state->h, ui->cur_x, ui->cur_y);
+        diff = c2diff(state->w, state->h, ui->cur_x, ui->cur_y, button);
+
+        cpos += diff;
+        pos2c(state->w, state->h, cpos, &ui->cur_x, &ui->cur_y);
+
+        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) {
+            cx = ui->cur_x;
+            cy = ui->cur_y;
+        } 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)
@@ -604,10 +642,10 @@
     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;
     }
@@ -731,6 +769,7 @@
     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;
 }
@@ -777,7 +816,7 @@
 }
 
 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;
@@ -794,14 +833,35 @@
     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 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
+        assert(!"Invalid cursor position");
+
+    draw_update(dr, COORD(cur_x), COORD(cur_y),
+                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 animtime, float flashtime)
 {
     int i, bgcolour;
+    int cur_x = -1, cur_y = -1;
 
     if (flashtime > 0) {
         int frame = (int)(flashtime / FLASH_FRAME);
@@ -842,16 +902,28 @@
          * 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);
+        ds->cur_x = cur_x; ds->cur_y = cur_y;
+    }
 
     /*
      * Now draw each tile.
@@ -1054,3 +1126,5 @@
     FALSE, game_timing_state,
     0,				       /* flags */
 };
+
+/* vim: set shiftwidth=4 tabstop=8: */