chiark / gitweb /
Patch from James H to centralise some generally useful cursor-
[sgt-puzzles.git] / inertia.c
index 93345fee5c988cde776c5d7f6b188cbf6d9db106..aebd3145553a9576a0598ccc5be2ce5fe3acc1cf 100644 (file)
--- a/inertia.c
+++ b/inertia.c
@@ -88,8 +88,11 @@ static game_params *default_params(void)
     game_params *ret = snew(game_params);
 
     ret->w = 10;
+#ifdef PORTRAIT_SCREEN
+    ret->h = 10;
+#else
     ret->h = 8;
-
+#endif
     return ret;
 }
 
@@ -106,9 +109,15 @@ static game_params *dup_params(game_params *params)
 }
 
 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)
@@ -734,6 +743,18 @@ static char *solve_game(game_state *state, game_state *currstate,
     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
@@ -1424,6 +1445,11 @@ static char *solve_game(game_state *state, game_state *currstate,
     return soln;
 }
 
+static int game_can_format_as_text_now(game_params *params)
+{
+    return TRUE;
+}
+
 static char *game_text_format(game_state *state)
 {
     return NULL;
@@ -1499,7 +1525,11 @@ struct game_drawstate {
 
 #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 )
@@ -1550,7 +1580,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
         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)
@@ -1601,6 +1632,10 @@ static game_state *execute_move(game_state *state, char *move)
            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;
@@ -1899,12 +1934,12 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v)
        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);
@@ -2122,11 +2157,6 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
-static int game_wants_statusbar(void)
-{
-    return TRUE;
-}
-
 static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
@@ -2145,7 +2175,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
 #endif
 
 const struct game thegame = {
-    "Inertia", "games.inertia",
+    "Inertia", "games.inertia", "inertia",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -2160,7 +2190,7 @@ const struct game thegame = {
     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,
@@ -2176,7 +2206,7 @@ const struct game thegame = {
     game_anim_length,
     game_flash_length,
     FALSE, FALSE, game_print_size, game_print,
-    game_wants_statusbar,
+    TRUE,                             /* wants_statusbar */
     FALSE, game_timing_state,
     0,                                /* flags */
 };