game_params *ret = snew(game_params);
ret->w = 10;
+#ifdef PORTRAIT_SCREEN
+ ret->h = 10;
+#else
ret->h = 8;
-
+#endif
return ret;
}
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 const struct game_params inertia_presets[] = {
+#ifdef PORTRAIT_SCREEN
+ { 10, 10 },
+ { 12, 12 },
+ { 16, 16 },
+#else
{ 10, 8 },
{ 15, 12 },
{ 20, 16 },
+#endif
};
static int game_fetch_preset(int i, char **name, game_params **params)
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char data[256];
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];
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);
return ret;
}
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
{
/*
* Avoid completely degenerate cases which only have one
return grid;
}
-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)
{
return gengrid(params->w, params->h, rs);
}
-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 starts = 0, gems = 0, 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)
{
int w = params->w, h = params->h, wh = w*h;
int i;
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
int w = state->p.w, h = state->p.h, wh = w*h;
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, char **error)
{
int w = state->p.w, h = state->p.h, wh = w*h;
int *nodes, *nodeindex, *edges, *backedges, *edgei, *backedgei, *circuit;
int head, tail, pass, i, j, n, x, y, d, dd;
char *err, *soln, *p;
+ /*
+ * Before anything else, deal with the special case in which
+ * all the gems are already collected.
+ */
+ for (i = 0; i < wh; i++)
+ if (currstate->grid[i] == GEM)
+ break;
+ if (i == wh) {
+ *error = "Game is already solved";
+ return NULL;
+ }
+
/*
* Solving Inertia is a question of first building up the graph
* of where you can get to from where, and secondly finding a
return soln;
}
-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)
{
return NULL;
}
int just_died;
};
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
{
game_ui *ui = snew(game_ui);
ui->anim_length = 0.0F;
sfree(ui);
}
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
{
char buf[80];
/*
return dupstr(buf);
}
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
{
int p = 0;
sscanf(encoding, "D%d%n", &ui->deaths, &p);
}
-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)
{
/*
* Increment the deaths counter. We only do this if
#define PREFERRED_TILESIZE 32
#define TILESIZE (ds->tilesize)
+#ifdef SMALL_SCREEN
+#define BORDER (TILESIZE / 4)
+#else
#define BORDER (TILESIZE)
+#endif
#define HIGHLIGHT_WIDTH (TILESIZE / 10)
#define COORD(x) ( (x) * TILESIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
-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->p.w, h = state->p.h /*, wh = w*h */;
int dir;
dir = 1;
else if (button == (MOD_NUM_KEYPAD | '3'))
dir = 3;
- else if (button == ' ' && state->soln && state->solnpos < state->soln->len)
+ else if (IS_CURSOR_SELECT(button) &&
+ state->soln && state->solnpos < state->soln->len)
dir = state->soln->list[state->solnpos];
if (dir < 0)
return dupstr(buf);
}
-static game_state *execute_move(game_state *state, char *move)
+static game_state *execute_move(const game_state *state, const char *move)
{
int w = state->p.w, h = state->p.h /*, wh = w*h */;
int dir;
sol->list[i] = move[i] - '0';
ret = dup_game(state);
ret->cheated = TRUE;
+ if (ret->soln && --ret->soln->refcount == 0) {
+ sfree(ret->soln->list);
+ sfree(ret->soln);
+ }
ret->soln = sol;
ret->solnpos = 0;
sol->refcount = 1;
* 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;
ds->player_background = blitter_new(dr, 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;
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)
{
int w = state->p.w, h = state->p.h, wh = w*h;
struct game_drawstate *ds = snew(struct game_drawstate);
int cx = tx + TILESIZE / 2;
int cy = ty + TILESIZE / 2;
int r = TILESIZE / 2 - 3;
- int coords[4*5*2];
- int xdx = 1, xdy = 0, ydx = 0, ydy = 1;
- int tdx, tdy, i;
-
- for (i = 0; i < 4*5*2; i += 5*2) {
- coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx;
- coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy;
- coords[i+2*1+0] = cx - r/6*xdx + r*ydx;
- coords[i+2*1+1] = cy - r/6*xdy + r*ydy;
- coords[i+2*2+0] = cx + r/6*xdx + r*ydx;
- coords[i+2*2+1] = cy + r/6*xdy + r*ydy;
- coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx;
- coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy;
- coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx;
- coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy;
-
- tdx = ydx;
- tdy = ydy;
- ydx = xdx;
- ydy = xdy;
- xdx = -tdx;
- xdy = -tdy;
- }
-
- draw_polygon(dr, coords, 5*4, COL_MINE, COL_MINE);
+ draw_circle(dr, cx, cy, 5*r/6, COL_MINE, COL_MINE);
+ draw_rect(dr, cx - r/6, cy - r, 2*(r/6)+1, 2*r+1, COL_MINE);
+ draw_rect(dr, cx - r, cy - r/6, 2*r+1, 2*(r/6)+1, COL_MINE);
draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT);
} else if (v == STOP) {
draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2,
int coords[8];
coords[0] = tx+TILESIZE/2;
- coords[1] = ty+TILESIZE*1/7;
- coords[2] = tx+TILESIZE*1/7;
+ coords[1] = ty+TILESIZE/2-TILESIZE*5/14;
+ coords[2] = tx+TILESIZE/2-TILESIZE*5/14;
coords[3] = ty+TILESIZE/2;
coords[4] = tx+TILESIZE/2;
- coords[5] = ty+TILESIZE-TILESIZE*1/7;
- coords[6] = tx+TILESIZE-TILESIZE*1/7;
+ coords[5] = ty+TILESIZE/2+TILESIZE*5/14;
+ coords[6] = tx+TILESIZE/2+TILESIZE*5/14;
coords[7] = ty+TILESIZE/2;
draw_polygon(dr, coords, 4, COL_GEM, COL_OUTLINE);
#define BASE_ANIM_LENGTH 0.1F
#define FLASH_LENGTH 0.3F
-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 w = state->p.w, h = state->p.h /*, wh = w*h */;
int x, y;
ds->player_bg_saved = TRUE;
}
-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)
{
int dist;
if (dir > 0)
return ui->anim_length;
}
-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->dead && newstate->dead) {
ui->flashtype = FLASH_DEAD;
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
{
- return TRUE;
+ /*
+ * We never report the game as lost, on the grounds that if the
+ * player has died they're quite likely to want to undo and carry
+ * on.
+ */
+ return state->gems == 0 ? +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)
{
}
#endif
const struct game thegame = {
- "Inertia", "games.inertia",
+ "Inertia", "games.inertia", "inertia",
default_params,
game_fetch_preset,
decode_params,
dup_game,
free_game,
TRUE, solve_game,
- FALSE, game_text_format,
+ FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
encode_ui,
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, /* mouse_priorities */
+ 0, /* flags */
};