81eef9aa |
1 | /* |
2 | * inertia.c: Game involving navigating round a grid picking up |
3 | * gems. |
4 | * |
5 | * Game rules and basic generator design by Ben Olmstead. |
6 | * This re-implementation was written by Simon Tatham. |
7 | */ |
8 | |
9 | #include <stdio.h> |
10 | #include <stdlib.h> |
11 | #include <string.h> |
12 | #include <assert.h> |
13 | #include <ctype.h> |
14 | #include <math.h> |
15 | |
16 | #include "puzzles.h" |
17 | |
18 | /* Used in the game_state */ |
19 | #define BLANK 'b' |
20 | #define GEM 'g' |
21 | #define MINE 'm' |
22 | #define STOP 's' |
23 | #define WALL 'w' |
24 | |
25 | /* Used in the game IDs */ |
26 | #define START 'S' |
27 | |
28 | /* Used in the game generation */ |
29 | #define POSSGEM 'G' |
30 | |
31 | /* Used only in the game_drawstate*/ |
32 | #define UNDRAWN '?' |
33 | |
34 | #define DIRECTIONS 8 |
35 | #define DX(dir) ( (dir) & 3 ? (((dir) & 7) > 4 ? -1 : +1) : 0 ) |
36 | #define DY(dir) ( DX((dir)+6) ) |
37 | |
38 | /* |
39 | * Lvalue macro which expects x and y to be in range. |
40 | */ |
41 | #define LV_AT(w, h, grid, x, y) ( (grid)[(y)*(w)+(x)] ) |
42 | |
43 | /* |
44 | * Rvalue macro which can cope with x and y being out of range. |
45 | */ |
46 | #define AT(w, h, grid, x, y) ( (x)<0 || (x)>=(w) || (y)<0 || (y)>=(h) ? \ |
47 | WALL : LV_AT(w, h, grid, x, y) ) |
48 | |
49 | enum { |
50 | COL_BACKGROUND, |
51 | COL_OUTLINE, |
52 | COL_HIGHLIGHT, |
53 | COL_LOWLIGHT, |
54 | COL_PLAYER, |
55 | COL_DEAD_PLAYER, |
56 | COL_MINE, |
57 | COL_GEM, |
58 | COL_WALL, |
59 | NCOLOURS |
60 | }; |
61 | |
62 | struct game_params { |
63 | int w, h; |
64 | }; |
65 | |
66 | struct game_state { |
67 | game_params p; |
68 | int px, py; |
69 | int gems; |
70 | char *grid; |
71 | int distance_moved; |
72 | int dead; |
73 | }; |
74 | |
75 | static game_params *default_params(void) |
76 | { |
77 | game_params *ret = snew(game_params); |
78 | |
79 | ret->w = 10; |
80 | ret->h = 8; |
81 | |
82 | return ret; |
83 | } |
84 | |
85 | static void free_params(game_params *params) |
86 | { |
87 | sfree(params); |
88 | } |
89 | |
90 | static game_params *dup_params(game_params *params) |
91 | { |
92 | game_params *ret = snew(game_params); |
93 | *ret = *params; /* structure copy */ |
94 | return ret; |
95 | } |
96 | |
97 | static const struct game_params inertia_presets[] = { |
98 | { 10, 8 }, |
99 | { 15, 12 }, |
100 | { 20, 16 }, |
101 | }; |
102 | |
103 | static int game_fetch_preset(int i, char **name, game_params **params) |
104 | { |
105 | game_params p, *ret; |
106 | char *retname; |
107 | char namebuf[80]; |
108 | |
109 | if (i < 0 || i >= lenof(inertia_presets)) |
110 | return FALSE; |
111 | |
112 | p = inertia_presets[i]; |
113 | ret = dup_params(&p); |
114 | sprintf(namebuf, "%dx%d", ret->w, ret->h); |
115 | retname = dupstr(namebuf); |
116 | |
117 | *params = ret; |
118 | *name = retname; |
119 | return TRUE; |
120 | } |
121 | |
122 | static void decode_params(game_params *params, char const *string) |
123 | { |
124 | params->w = params->h = atoi(string); |
125 | while (*string && isdigit((unsigned char)*string)) string++; |
126 | if (*string == 'x') { |
127 | string++; |
128 | params->h = atoi(string); |
129 | } |
130 | } |
131 | |
132 | static char *encode_params(game_params *params, int full) |
133 | { |
134 | char data[256]; |
135 | |
136 | sprintf(data, "%dx%d", params->w, params->h); |
137 | |
138 | return dupstr(data); |
139 | } |
140 | |
141 | static config_item *game_configure(game_params *params) |
142 | { |
143 | config_item *ret; |
144 | char buf[80]; |
145 | |
146 | ret = snewn(3, config_item); |
147 | |
148 | ret[0].name = "Width"; |
149 | ret[0].type = C_STRING; |
150 | sprintf(buf, "%d", params->w); |
151 | ret[0].sval = dupstr(buf); |
152 | ret[0].ival = 0; |
153 | |
154 | ret[1].name = "Height"; |
155 | ret[1].type = C_STRING; |
156 | sprintf(buf, "%d", params->h); |
157 | ret[1].sval = dupstr(buf); |
158 | ret[1].ival = 0; |
159 | |
160 | ret[2].name = NULL; |
161 | ret[2].type = C_END; |
162 | ret[2].sval = NULL; |
163 | ret[2].ival = 0; |
164 | |
165 | return ret; |
166 | } |
167 | |
168 | static game_params *custom_params(config_item *cfg) |
169 | { |
170 | game_params *ret = snew(game_params); |
171 | |
172 | ret->w = atoi(cfg[0].sval); |
173 | ret->h = atoi(cfg[1].sval); |
174 | |
175 | return ret; |
176 | } |
177 | |
178 | static char *validate_params(game_params *params, int full) |
179 | { |
180 | /* |
181 | * Avoid completely degenerate cases which only have one |
182 | * row/column. We probably could generate completable puzzles |
183 | * of that shape, but they'd be forced to be extremely boring |
184 | * and at large sizes would take a while to happen upon at |
185 | * random as well. |
186 | */ |
187 | if (params->w < 2 || params->h < 2) |
188 | return "Width and height must both be at least two"; |
189 | |
190 | /* |
191 | * The grid construction algorithm creates 1/5 as many gems as |
192 | * grid squares, and must create at least one gem to have an |
193 | * actual puzzle. However, an area-five grid is ruled out by |
194 | * the above constraint, so the practical minimum is six. |
195 | */ |
196 | if (params->w * params->h < 6) |
197 | return "Grid area must be at least six squares"; |
198 | |
199 | return NULL; |
200 | } |
201 | |
202 | /* ---------------------------------------------------------------------- |
203 | * Solver used by grid generator. |
204 | */ |
205 | |
206 | struct solver_scratch { |
207 | unsigned char *reachable_from, *reachable_to; |
208 | int *positions; |
209 | }; |
210 | |
211 | static struct solver_scratch *new_scratch(int w, int h) |
212 | { |
213 | struct solver_scratch *sc = snew(struct solver_scratch); |
214 | |
215 | sc->reachable_from = snewn(w * h * DIRECTIONS, unsigned char); |
216 | sc->reachable_to = snewn(w * h * DIRECTIONS, unsigned char); |
217 | sc->positions = snewn(w * h * DIRECTIONS, int); |
218 | |
219 | return sc; |
220 | } |
221 | |
222 | static void free_scratch(struct solver_scratch *sc) |
223 | { |
224 | sfree(sc); |
225 | } |
226 | |
227 | static int can_go(int w, int h, char *grid, |
228 | int x1, int y1, int dir1, int x2, int y2, int dir2) |
229 | { |
230 | /* |
231 | * Returns TRUE if we can transition directly from (x1,y1) |
232 | * going in direction dir1, to (x2,y2) going in direction dir2. |
233 | */ |
234 | |
235 | /* |
236 | * If we're actually in the middle of an unoccupyable square, |
237 | * we cannot make any move. |
238 | */ |
239 | if (AT(w, h, grid, x1, y1) == WALL || |
240 | AT(w, h, grid, x1, y1) == MINE) |
241 | return FALSE; |
242 | |
243 | /* |
244 | * If a move is capable of stopping at x1,y1,dir1, and x2,y2 is |
245 | * the same coordinate as x1,y1, then we can make the |
246 | * transition (by stopping and changing direction). |
247 | * |
248 | * For this to be the case, we have to either have a wall |
249 | * beyond x1,y1,dir1, or have a stop on x1,y1. |
250 | */ |
251 | if (x2 == x1 && y2 == y1 && |
252 | (AT(w, h, grid, x1, y1) == STOP || |
253 | AT(w, h, grid, x1, y1) == START || |
254 | AT(w, h, grid, x1+DX(dir1), y1+DY(dir1)) == WALL)) |
255 | return TRUE; |
256 | |
257 | /* |
258 | * If a move is capable of continuing here, then x1,y1,dir1 can |
259 | * move one space further on. |
260 | */ |
261 | if (x2 == x1+DX(dir1) && y2 == y1+DY(dir1) && dir1 == dir2 && |
262 | (AT(w, h, grid, x2, y2) == BLANK || |
263 | AT(w, h, grid, x2, y2) == GEM || |
264 | AT(w, h, grid, x2, y2) == STOP || |
265 | AT(w, h, grid, x2, y2) == START)) |
266 | return TRUE; |
267 | |
268 | /* |
269 | * That's it. |
270 | */ |
271 | return FALSE; |
272 | } |
273 | |
274 | static int find_gem_candidates(int w, int h, char *grid, |
275 | struct solver_scratch *sc) |
276 | { |
277 | int wh = w*h; |
278 | int head, tail; |
279 | int sx, sy, gx, gy, gd, pass, possgems; |
280 | |
281 | /* |
282 | * This function finds all the candidate gem squares, which are |
283 | * precisely those squares which can be picked up on a loop |
284 | * from the starting point back to the starting point. Doing |
285 | * this may involve passing through such a square in the middle |
286 | * of a move; so simple breadth-first search over the _squares_ |
287 | * of the grid isn't quite adequate, because it might be that |
288 | * we can only reach a gem from the start by moving over it in |
289 | * one direction, but can only return to the start if we were |
290 | * moving over it in another direction. |
291 | * |
292 | * Instead, we BFS over a space which mentions each grid square |
293 | * eight times - once for each direction. We also BFS twice: |
294 | * once to find out what square+direction pairs we can reach |
295 | * _from_ the start point, and once to find out what pairs we |
296 | * can reach the start point from. Then a square is reachable |
297 | * if any of the eight directions for that square has both |
298 | * flags set. |
299 | */ |
300 | |
301 | memset(sc->reachable_from, 0, wh * DIRECTIONS); |
302 | memset(sc->reachable_to, 0, wh * DIRECTIONS); |
303 | |
304 | /* |
305 | * Find the starting square. |
306 | */ |
096122ce |
307 | sx = -1; /* placate optimiser */ |
81eef9aa |
308 | for (sy = 0; sy < h; sy++) { |
309 | for (sx = 0; sx < w; sx++) |
310 | if (AT(w, h, grid, sx, sy) == START) |
311 | break; |
312 | if (sx < w) |
313 | break; |
314 | } |
315 | assert(sy < h); |
316 | |
317 | for (pass = 0; pass < 2; pass++) { |
318 | unsigned char *reachable = (pass == 0 ? sc->reachable_from : |
319 | sc->reachable_to); |
320 | int sign = (pass == 0 ? +1 : -1); |
321 | int dir; |
322 | |
323 | #ifdef SOLVER_DIAGNOSTICS |
324 | printf("starting pass %d\n", pass); |
325 | #endif |
326 | |
327 | /* |
328 | * `head' and `tail' are indices within sc->positions which |
329 | * track the list of board positions left to process. |
330 | */ |
331 | head = tail = 0; |
332 | for (dir = 0; dir < DIRECTIONS; dir++) { |
333 | int index = (sy*w+sx)*DIRECTIONS+dir; |
334 | sc->positions[tail++] = index; |
335 | reachable[index] = TRUE; |
336 | #ifdef SOLVER_DIAGNOSTICS |
337 | printf("starting point %d,%d,%d\n", sx, sy, dir); |
338 | #endif |
339 | } |
340 | |
341 | /* |
342 | * Now repeatedly pick an element off the list and process |
343 | * it. |
344 | */ |
345 | while (head < tail) { |
346 | int index = sc->positions[head++]; |
347 | int dir = index % DIRECTIONS; |
348 | int x = (index / DIRECTIONS) % w; |
349 | int y = index / (w * DIRECTIONS); |
350 | int n, x2, y2, d2, i2; |
351 | |
352 | #ifdef SOLVER_DIAGNOSTICS |
353 | printf("processing point %d,%d,%d\n", x, y, dir); |
354 | #endif |
355 | /* |
356 | * The places we attempt to switch to here are: |
357 | * - each possible direction change (all the other |
358 | * directions in this square) |
359 | * - one step further in the direction we're going (or |
360 | * one step back, if we're in the reachable_to pass). |
361 | */ |
362 | for (n = -1; n < DIRECTIONS; n++) { |
363 | if (n < 0) { |
364 | x2 = x + sign * DX(dir); |
365 | y2 = y + sign * DY(dir); |
366 | d2 = dir; |
367 | } else { |
368 | x2 = x; |
369 | y2 = y; |
370 | d2 = n; |
371 | } |
372 | i2 = (y2*w+x2)*DIRECTIONS+d2; |
0a537590 |
373 | if (x2 >= 0 && x2 < w && |
374 | y2 >= 0 && y2 < h && |
375 | !reachable[i2]) { |
81eef9aa |
376 | int ok; |
377 | #ifdef SOLVER_DIAGNOSTICS |
378 | printf(" trying point %d,%d,%d", x2, y2, d2); |
379 | #endif |
380 | if (pass == 0) |
381 | ok = can_go(w, h, grid, x, y, dir, x2, y2, d2); |
382 | else |
383 | ok = can_go(w, h, grid, x2, y2, d2, x, y, dir); |
384 | #ifdef SOLVER_DIAGNOSTICS |
385 | printf(" - %sok\n", ok ? "" : "not "); |
386 | #endif |
387 | if (ok) { |
388 | sc->positions[tail++] = i2; |
389 | reachable[i2] = TRUE; |
390 | } |
391 | } |
392 | } |
393 | } |
394 | } |
395 | |
396 | /* |
397 | * And that should be it. Now all we have to do is find the |
398 | * squares for which there exists _some_ direction such that |
399 | * the square plus that direction form a tuple which is both |
400 | * reachable from the start and reachable to the start. |
401 | */ |
402 | possgems = 0; |
403 | for (gy = 0; gy < h; gy++) |
404 | for (gx = 0; gx < w; gx++) |
405 | if (AT(w, h, grid, gx, gy) == BLANK) { |
406 | for (gd = 0; gd < DIRECTIONS; gd++) { |
407 | int index = (gy*w+gx)*DIRECTIONS+gd; |
408 | if (sc->reachable_from[index] && sc->reachable_to[index]) { |
409 | #ifdef SOLVER_DIAGNOSTICS |
410 | printf("space at %d,%d is reachable via" |
411 | " direction %d\n", gx, gy, gd); |
412 | #endif |
413 | LV_AT(w, h, grid, gx, gy) = POSSGEM; |
414 | possgems++; |
415 | break; |
416 | } |
417 | } |
418 | } |
419 | |
420 | return possgems; |
421 | } |
422 | |
423 | /* ---------------------------------------------------------------------- |
424 | * Grid generation code. |
425 | */ |
426 | |
427 | static char *gengrid(int w, int h, random_state *rs) |
428 | { |
429 | int wh = w*h; |
430 | char *grid = snewn(wh+1, char); |
431 | struct solver_scratch *sc = new_scratch(w, h); |
432 | int maxdist_threshold, tries; |
433 | |
434 | maxdist_threshold = 2; |
435 | tries = 0; |
436 | |
437 | while (1) { |
438 | int i, j; |
439 | int possgems; |
440 | int *dist, *list, head, tail, maxdist; |
441 | |
442 | /* |
443 | * We're going to fill the grid with the five basic piece |
444 | * types in about 1/5 proportion. For the moment, though, |
445 | * we leave out the gems, because we'll put those in |
446 | * _after_ we run the solver to tell us where the viable |
447 | * locations are. |
448 | */ |
449 | i = 0; |
450 | for (j = 0; j < wh/5; j++) |
451 | grid[i++] = WALL; |
452 | for (j = 0; j < wh/5; j++) |
453 | grid[i++] = STOP; |
454 | for (j = 0; j < wh/5; j++) |
455 | grid[i++] = MINE; |
456 | assert(i < wh); |
457 | grid[i++] = START; |
458 | while (i < wh) |
459 | grid[i++] = BLANK; |
460 | shuffle(grid, wh, sizeof(*grid), rs); |
461 | |
462 | /* |
463 | * Find the viable gem locations, and immediately give up |
464 | * and try again if there aren't enough of them. |
465 | */ |
466 | possgems = find_gem_candidates(w, h, grid, sc); |
467 | if (possgems < wh/5) |
468 | continue; |
469 | |
470 | /* |
471 | * We _could_ now select wh/5 of the POSSGEMs and set them |
472 | * to GEM, and have a viable level. However, there's a |
473 | * chance that a large chunk of the level will turn out to |
474 | * be unreachable, so first we test for that. |
475 | * |
476 | * We do this by finding the largest distance from any |
477 | * square to the nearest POSSGEM, by breadth-first search. |
478 | * If this is above a critical threshold, we abort and try |
479 | * again. |
480 | * |
481 | * (This search is purely geometric, without regard to |
482 | * walls and long ways round.) |
483 | */ |
484 | dist = sc->positions; |
485 | list = sc->positions + wh; |
486 | for (i = 0; i < wh; i++) |
487 | dist[i] = -1; |
488 | head = tail = 0; |
489 | for (i = 0; i < wh; i++) |
490 | if (grid[i] == POSSGEM) { |
491 | dist[i] = 0; |
492 | list[tail++] = i; |
493 | } |
494 | maxdist = 0; |
495 | while (head < tail) { |
496 | int pos, x, y, d; |
497 | |
498 | pos = list[head++]; |
499 | if (maxdist < dist[pos]) |
500 | maxdist = dist[pos]; |
501 | |
502 | x = pos % w; |
503 | y = pos / w; |
504 | |
505 | for (d = 0; d < DIRECTIONS; d++) { |
506 | int x2, y2, p2; |
507 | |
508 | x2 = x + DX(d); |
509 | y2 = y + DY(d); |
510 | |
511 | if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h) { |
512 | p2 = y2*w+x2; |
513 | if (dist[p2] < 0) { |
514 | dist[p2] = dist[pos] + 1; |
515 | list[tail++] = p2; |
516 | } |
517 | } |
518 | } |
519 | } |
520 | assert(head == wh && tail == wh); |
521 | |
522 | /* |
523 | * Now abandon this grid and go round again if maxdist is |
524 | * above the required threshold. |
525 | * |
526 | * We can safely start the threshold as low as 2. As we |
527 | * accumulate failed generation attempts, we gradually |
528 | * raise it as we get more desperate. |
529 | */ |
530 | if (maxdist > maxdist_threshold) { |
531 | tries++; |
532 | if (tries == 50) { |
533 | maxdist_threshold++; |
534 | tries = 0; |
535 | } |
536 | continue; |
537 | } |
538 | |
539 | /* |
540 | * Now our reachable squares are plausibly evenly |
541 | * distributed over the grid. I'm not actually going to |
542 | * _enforce_ that I place the gems in such a way as not to |
543 | * increase that maxdist value; I'm now just going to trust |
544 | * to the RNG to pick a sensible subset of the POSSGEMs. |
545 | */ |
546 | j = 0; |
547 | for (i = 0; i < wh; i++) |
548 | if (grid[i] == POSSGEM) |
549 | list[j++] = i; |
550 | shuffle(list, j, sizeof(*list), rs); |
551 | for (i = 0; i < j; i++) |
552 | grid[list[i]] = (i < wh/5 ? GEM : BLANK); |
553 | break; |
554 | } |
555 | |
556 | free_scratch(sc); |
557 | |
558 | grid[wh] = '\0'; |
559 | |
560 | return grid; |
561 | } |
562 | |
563 | static char *new_game_desc(game_params *params, random_state *rs, |
564 | char **aux, int interactive) |
565 | { |
566 | return gengrid(params->w, params->h, rs); |
567 | } |
568 | |
569 | static char *validate_desc(game_params *params, char *desc) |
570 | { |
571 | int w = params->w, h = params->h, wh = w*h; |
572 | int starts = 0, gems = 0, i; |
573 | |
574 | for (i = 0; i < wh; i++) { |
575 | if (!desc[i]) |
576 | return "Not enough data to fill grid"; |
577 | if (desc[i] != WALL && desc[i] != START && desc[i] != STOP && |
578 | desc[i] != GEM && desc[i] != MINE && desc[i] != BLANK) |
579 | return "Unrecognised character in game description"; |
580 | if (desc[i] == START) |
581 | starts++; |
582 | if (desc[i] == GEM) |
583 | gems++; |
584 | } |
585 | if (desc[i]) |
586 | return "Too much data to fill grid"; |
587 | if (starts < 1) |
588 | return "No starting square specified"; |
589 | if (starts > 1) |
590 | return "More than one starting square specified"; |
591 | if (gems < 1) |
592 | return "No gems specified"; |
593 | |
594 | return NULL; |
595 | } |
596 | |
597 | static game_state *new_game(midend *me, game_params *params, char *desc) |
598 | { |
599 | int w = params->w, h = params->h, wh = w*h; |
600 | int i; |
601 | game_state *state = snew(game_state); |
602 | |
603 | state->p = *params; /* structure copy */ |
604 | |
605 | state->grid = snewn(wh, char); |
606 | assert(strlen(desc) == wh); |
607 | memcpy(state->grid, desc, wh); |
608 | |
609 | state->px = state->py = -1; |
610 | state->gems = 0; |
611 | for (i = 0; i < wh; i++) { |
612 | if (state->grid[i] == START) { |
613 | state->grid[i] = STOP; |
614 | state->px = i % w; |
615 | state->py = i / w; |
616 | } else if (state->grid[i] == GEM) { |
617 | state->gems++; |
618 | } |
619 | } |
620 | |
621 | assert(state->gems > 0); |
622 | assert(state->px >= 0 && state->py >= 0); |
623 | |
624 | state->distance_moved = 0; |
625 | state->dead = FALSE; |
626 | |
627 | return state; |
628 | } |
629 | |
630 | static game_state *dup_game(game_state *state) |
631 | { |
632 | int w = state->p.w, h = state->p.h, wh = w*h; |
633 | game_state *ret = snew(game_state); |
634 | |
635 | ret->p = state->p; |
636 | ret->px = state->px; |
637 | ret->py = state->py; |
638 | ret->gems = state->gems; |
639 | ret->grid = snewn(wh, char); |
640 | ret->distance_moved = state->distance_moved; |
641 | ret->dead = FALSE; |
642 | memcpy(ret->grid, state->grid, wh); |
643 | |
644 | return ret; |
645 | } |
646 | |
647 | static void free_game(game_state *state) |
648 | { |
649 | sfree(state->grid); |
650 | sfree(state); |
651 | } |
652 | |
653 | static char *solve_game(game_state *state, game_state *currstate, |
654 | char *aux, char **error) |
655 | { |
656 | return NULL; |
657 | } |
658 | |
659 | static char *game_text_format(game_state *state) |
660 | { |
661 | return NULL; |
662 | } |
663 | |
664 | struct game_ui { |
665 | float anim_length; |
666 | int flashtype; |
667 | int deaths; |
668 | int just_made_move; |
669 | int just_died; |
670 | }; |
671 | |
672 | static game_ui *new_ui(game_state *state) |
673 | { |
674 | game_ui *ui = snew(game_ui); |
675 | ui->anim_length = 0.0F; |
676 | ui->flashtype = 0; |
677 | ui->deaths = 0; |
678 | ui->just_made_move = FALSE; |
679 | ui->just_died = FALSE; |
680 | return ui; |
681 | } |
682 | |
683 | static void free_ui(game_ui *ui) |
684 | { |
685 | sfree(ui); |
686 | } |
687 | |
688 | static char *encode_ui(game_ui *ui) |
689 | { |
690 | char buf[80]; |
691 | /* |
692 | * The deaths counter needs preserving across a serialisation. |
693 | */ |
694 | sprintf(buf, "D%d", ui->deaths); |
695 | return dupstr(buf); |
696 | } |
697 | |
698 | static void decode_ui(game_ui *ui, char *encoding) |
699 | { |
700 | int p = 0; |
701 | sscanf(encoding, "D%d%n", &ui->deaths, &p); |
702 | } |
703 | |
704 | static void game_changed_state(game_ui *ui, game_state *oldstate, |
705 | game_state *newstate) |
706 | { |
707 | /* |
708 | * Increment the deaths counter. We only do this if |
709 | * ui->just_made_move is set (redoing a suicide move doesn't |
710 | * kill you _again_), and also we only do it if the game isn't |
711 | * completed (once you're finished, you can play). |
712 | */ |
713 | if (!oldstate->dead && newstate->dead && ui->just_made_move && |
714 | newstate->gems) { |
715 | ui->deaths++; |
716 | ui->just_died = TRUE; |
717 | } else { |
718 | ui->just_died = FALSE; |
719 | } |
720 | ui->just_made_move = FALSE; |
721 | } |
722 | |
723 | struct game_drawstate { |
724 | game_params p; |
725 | int tilesize; |
726 | int started; |
727 | unsigned short *grid; |
728 | blitter *player_background; |
729 | int player_bg_saved, pbgx, pbgy; |
730 | }; |
731 | |
732 | #define PREFERRED_TILESIZE 32 |
733 | #define TILESIZE (ds->tilesize) |
734 | #define BORDER (TILESIZE) |
735 | #define HIGHLIGHT_WIDTH (TILESIZE / 10) |
736 | #define COORD(x) ( (x) * TILESIZE + BORDER ) |
737 | #define FROMCOORD(x) ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 ) |
738 | |
739 | static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, |
740 | int x, int y, int button) |
741 | { |
742 | int w = state->p.w, h = state->p.h /*, wh = w*h */; |
743 | int dir; |
744 | char buf[80]; |
745 | |
746 | dir = -1; |
747 | |
748 | if (button == LEFT_BUTTON) { |
749 | /* |
750 | * Mouse-clicking near the target point (or, more |
751 | * accurately, in the appropriate octant) is an alternative |
752 | * way to input moves. |
753 | */ |
754 | |
755 | if (FROMCOORD(x) != state->px || FROMCOORD(y) != state->py) { |
756 | int dx, dy; |
757 | float angle; |
758 | |
759 | dx = FROMCOORD(x) - state->px; |
760 | dy = FROMCOORD(y) - state->py; |
761 | /* I pass dx,dy rather than dy,dx so that the octants |
762 | * end up the right way round. */ |
763 | angle = atan2(dx, -dy); |
764 | |
765 | angle = (angle + (PI/8)) / (PI/4); |
766 | assert(angle > -16.0F); |
767 | dir = (int)(angle + 16.0F) & 7; |
768 | } |
769 | } else if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8')) |
770 | dir = 0; |
771 | else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2')) |
772 | dir = 4; |
773 | else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4')) |
774 | dir = 6; |
775 | else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6')) |
776 | dir = 2; |
777 | else if (button == (MOD_NUM_KEYPAD | '7')) |
778 | dir = 7; |
779 | else if (button == (MOD_NUM_KEYPAD | '1')) |
780 | dir = 5; |
781 | else if (button == (MOD_NUM_KEYPAD | '9')) |
782 | dir = 1; |
783 | else if (button == (MOD_NUM_KEYPAD | '3')) |
784 | dir = 3; |
785 | |
786 | if (dir < 0) |
787 | return NULL; |
788 | |
789 | /* |
790 | * Reject the move if we can't make it at all due to a wall |
791 | * being in the way. |
792 | */ |
793 | if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL) |
794 | return NULL; |
795 | |
796 | /* |
797 | * Reject the move if we're dead! |
798 | */ |
799 | if (state->dead) |
800 | return NULL; |
801 | |
802 | /* |
803 | * Otherwise, we can make the move. All we need to specify is |
804 | * the direction. |
805 | */ |
806 | ui->just_made_move = TRUE; |
807 | sprintf(buf, "%d", dir); |
808 | return dupstr(buf); |
809 | } |
810 | |
811 | static game_state *execute_move(game_state *state, char *move) |
812 | { |
813 | int w = state->p.w, h = state->p.h /*, wh = w*h */; |
814 | int dir = atoi(move); |
815 | game_state *ret; |
816 | |
817 | if (dir < 0 || dir >= DIRECTIONS) |
818 | return NULL; /* huh? */ |
819 | |
820 | if (state->dead) |
821 | return NULL; |
822 | |
823 | if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL) |
824 | return NULL; /* wall in the way! */ |
825 | |
826 | /* |
827 | * Now make the move. |
828 | */ |
829 | ret = dup_game(state); |
830 | ret->distance_moved = 0; |
831 | while (1) { |
832 | ret->px += DX(dir); |
833 | ret->py += DY(dir); |
834 | ret->distance_moved++; |
835 | |
836 | if (AT(w, h, ret->grid, ret->px, ret->py) == GEM) { |
837 | LV_AT(w, h, ret->grid, ret->px, ret->py) = BLANK; |
838 | ret->gems--; |
839 | } |
840 | |
841 | if (AT(w, h, ret->grid, ret->px, ret->py) == MINE) { |
842 | ret->dead = TRUE; |
843 | break; |
844 | } |
845 | |
846 | if (AT(w, h, ret->grid, ret->px, ret->py) == STOP || |
847 | AT(w, h, ret->grid, ret->px+DX(dir), |
848 | ret->py+DY(dir)) == WALL) |
849 | break; |
850 | } |
851 | |
852 | return ret; |
853 | } |
854 | |
855 | /* ---------------------------------------------------------------------- |
856 | * Drawing routines. |
857 | */ |
858 | |
859 | static void game_compute_size(game_params *params, int tilesize, |
860 | int *x, int *y) |
861 | { |
862 | /* Ick: fake up `ds->tilesize' for macro expansion purposes */ |
863 | struct { int tilesize; } ads, *ds = &ads; |
864 | ads.tilesize = tilesize; |
865 | |
866 | *x = 2 * BORDER + 1 + params->w * TILESIZE; |
867 | *y = 2 * BORDER + 1 + params->h * TILESIZE; |
868 | } |
869 | |
870 | static void game_set_size(drawing *dr, game_drawstate *ds, |
871 | game_params *params, int tilesize) |
872 | { |
873 | ds->tilesize = tilesize; |
874 | |
875 | assert(!ds->player_bg_saved); |
876 | |
877 | if (ds->player_background) |
878 | blitter_free(dr, ds->player_background); |
879 | ds->player_background = blitter_new(dr, TILESIZE, TILESIZE); |
880 | } |
881 | |
882 | static float *game_colours(frontend *fe, game_state *state, int *ncolours) |
883 | { |
884 | float *ret = snewn(3 * NCOLOURS, float); |
885 | int i; |
886 | |
887 | game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); |
888 | |
889 | ret[COL_OUTLINE * 3 + 0] = 0.0F; |
890 | ret[COL_OUTLINE * 3 + 1] = 0.0F; |
891 | ret[COL_OUTLINE * 3 + 2] = 0.0F; |
892 | |
893 | ret[COL_PLAYER * 3 + 0] = 0.0F; |
894 | ret[COL_PLAYER * 3 + 1] = 1.0F; |
895 | ret[COL_PLAYER * 3 + 2] = 0.0F; |
896 | |
897 | ret[COL_DEAD_PLAYER * 3 + 0] = 1.0F; |
898 | ret[COL_DEAD_PLAYER * 3 + 1] = 0.0F; |
899 | ret[COL_DEAD_PLAYER * 3 + 2] = 0.0F; |
900 | |
901 | ret[COL_MINE * 3 + 0] = 0.0F; |
902 | ret[COL_MINE * 3 + 1] = 0.0F; |
903 | ret[COL_MINE * 3 + 2] = 0.0F; |
904 | |
905 | ret[COL_GEM * 3 + 0] = 0.6F; |
906 | ret[COL_GEM * 3 + 1] = 1.0F; |
907 | ret[COL_GEM * 3 + 2] = 1.0F; |
908 | |
909 | for (i = 0; i < 3; i++) { |
910 | ret[COL_WALL * 3 + i] = (3 * ret[COL_BACKGROUND * 3 + i] + |
911 | 1 * ret[COL_HIGHLIGHT * 3 + i]) / 4; |
912 | } |
913 | |
914 | *ncolours = NCOLOURS; |
915 | return ret; |
916 | } |
917 | |
918 | static game_drawstate *game_new_drawstate(drawing *dr, game_state *state) |
919 | { |
920 | int w = state->p.w, h = state->p.h, wh = w*h; |
921 | struct game_drawstate *ds = snew(struct game_drawstate); |
922 | int i; |
923 | |
924 | ds->tilesize = 0; |
925 | |
926 | /* We can't allocate the blitter rectangle for the player background |
927 | * until we know what size to make it. */ |
928 | ds->player_background = NULL; |
929 | ds->player_bg_saved = FALSE; |
930 | ds->pbgx = ds->pbgy = -1; |
931 | |
932 | ds->p = state->p; /* structure copy */ |
933 | ds->started = FALSE; |
934 | ds->grid = snewn(wh, unsigned short); |
935 | for (i = 0; i < wh; i++) |
936 | ds->grid[i] = UNDRAWN; |
937 | |
938 | return ds; |
939 | } |
940 | |
941 | static void game_free_drawstate(drawing *dr, game_drawstate *ds) |
942 | { |
943 | sfree(ds->grid); |
944 | sfree(ds); |
945 | } |
946 | |
947 | static void draw_player(drawing *dr, game_drawstate *ds, int x, int y, |
948 | int dead) |
949 | { |
950 | if (dead) { |
951 | int coords[DIRECTIONS*4]; |
952 | int d; |
953 | |
954 | for (d = 0; d < DIRECTIONS; d++) { |
955 | float x1, y1, x2, y2, x3, y3, len; |
956 | |
957 | x1 = DX(d); |
958 | y1 = DY(d); |
959 | len = sqrt(x1*x1+y1*y1); x1 /= len; y1 /= len; |
960 | |
961 | x3 = DX(d+1); |
962 | y3 = DY(d+1); |
963 | len = sqrt(x3*x3+y3*y3); x3 /= len; y3 /= len; |
964 | |
965 | x2 = (x1+x3) / 4; |
966 | y2 = (y1+y3) / 4; |
967 | |
968 | coords[d*4+0] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x1); |
969 | coords[d*4+1] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y1); |
970 | coords[d*4+2] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x2); |
971 | coords[d*4+3] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y2); |
972 | } |
973 | draw_polygon(dr, coords, DIRECTIONS*2, COL_DEAD_PLAYER, COL_OUTLINE); |
974 | } else { |
975 | draw_circle(dr, x + TILESIZE/2, y + TILESIZE/2, |
976 | TILESIZE/3, COL_PLAYER, COL_OUTLINE); |
977 | } |
978 | draw_update(dr, x, y, TILESIZE, TILESIZE); |
979 | } |
980 | |
981 | #define FLASH_DEAD 0x100 |
982 | #define FLASH_WIN 0x200 |
983 | #define FLASH_MASK 0x300 |
984 | |
985 | static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v) |
986 | { |
987 | int tx = COORD(x), ty = COORD(y); |
988 | int bg = (v & FLASH_DEAD ? COL_DEAD_PLAYER : |
989 | v & FLASH_WIN ? COL_HIGHLIGHT : COL_BACKGROUND); |
990 | |
991 | v &= ~FLASH_MASK; |
992 | |
993 | clip(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1); |
994 | draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1, bg); |
995 | |
996 | if (v == WALL) { |
997 | int coords[6]; |
998 | |
999 | coords[0] = tx + TILESIZE; |
1000 | coords[1] = ty + TILESIZE; |
1001 | coords[2] = tx + TILESIZE; |
1002 | coords[3] = ty + 1; |
1003 | coords[4] = tx + 1; |
1004 | coords[5] = ty + TILESIZE; |
1005 | draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT); |
1006 | |
1007 | coords[0] = tx + 1; |
1008 | coords[1] = ty + 1; |
1009 | draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT); |
1010 | |
1011 | draw_rect(dr, tx + 1 + HIGHLIGHT_WIDTH, ty + 1 + HIGHLIGHT_WIDTH, |
1012 | TILESIZE - 2*HIGHLIGHT_WIDTH, |
1013 | TILESIZE - 2*HIGHLIGHT_WIDTH, COL_WALL); |
1014 | } else if (v == MINE) { |
1015 | int cx = tx + TILESIZE / 2; |
1016 | int cy = ty + TILESIZE / 2; |
1017 | int r = TILESIZE / 2 - 3; |
1018 | int coords[4*5*2]; |
1019 | int xdx = 1, xdy = 0, ydx = 0, ydy = 1; |
1020 | int tdx, tdy, i; |
1021 | |
1022 | for (i = 0; i < 4*5*2; i += 5*2) { |
1023 | coords[i+2*0+0] = cx - r/6*xdx + r*4/5*ydx; |
1024 | coords[i+2*0+1] = cy - r/6*xdy + r*4/5*ydy; |
1025 | coords[i+2*1+0] = cx - r/6*xdx + r*ydx; |
1026 | coords[i+2*1+1] = cy - r/6*xdy + r*ydy; |
1027 | coords[i+2*2+0] = cx + r/6*xdx + r*ydx; |
1028 | coords[i+2*2+1] = cy + r/6*xdy + r*ydy; |
1029 | coords[i+2*3+0] = cx + r/6*xdx + r*4/5*ydx; |
1030 | coords[i+2*3+1] = cy + r/6*xdy + r*4/5*ydy; |
1031 | coords[i+2*4+0] = cx + r*3/5*xdx + r*3/5*ydx; |
1032 | coords[i+2*4+1] = cy + r*3/5*xdy + r*3/5*ydy; |
1033 | |
1034 | tdx = ydx; |
1035 | tdy = ydy; |
1036 | ydx = xdx; |
1037 | ydy = xdy; |
1038 | xdx = -tdx; |
1039 | xdy = -tdy; |
1040 | } |
1041 | |
1042 | draw_polygon(dr, coords, 5*4, COL_MINE, COL_MINE); |
1043 | |
1044 | draw_rect(dr, cx-r/3, cy-r/3, r/3, r/4, COL_HIGHLIGHT); |
1045 | } else if (v == STOP) { |
1046 | draw_circle(dr, tx + TILESIZE/2, ty + TILESIZE/2, |
1047 | TILESIZE*3/7, -1, COL_OUTLINE); |
1048 | draw_rect(dr, tx + TILESIZE*3/7, ty+1, |
1049 | TILESIZE - 2*(TILESIZE*3/7) + 1, TILESIZE-1, bg); |
1050 | draw_rect(dr, tx+1, ty + TILESIZE*3/7, |
1051 | TILESIZE-1, TILESIZE - 2*(TILESIZE*3/7) + 1, bg); |
1052 | } else if (v == GEM) { |
1053 | int coords[8]; |
1054 | |
1055 | coords[0] = tx+TILESIZE/2; |
1056 | coords[1] = ty+TILESIZE*1/7; |
1057 | coords[2] = tx+TILESIZE*1/7; |
1058 | coords[3] = ty+TILESIZE/2; |
1059 | coords[4] = tx+TILESIZE/2; |
1060 | coords[5] = ty+TILESIZE-TILESIZE*1/7; |
1061 | coords[6] = tx+TILESIZE-TILESIZE*1/7; |
1062 | coords[7] = ty+TILESIZE/2; |
1063 | |
1064 | draw_polygon(dr, coords, 4, COL_GEM, COL_OUTLINE); |
1065 | } |
1066 | |
1067 | unclip(dr); |
1068 | draw_update(dr, tx, ty, TILESIZE, TILESIZE); |
1069 | } |
1070 | |
1071 | #define BASE_ANIM_LENGTH 0.1F |
1072 | #define FLASH_LENGTH 0.3F |
1073 | |
1074 | static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, |
1075 | game_state *state, int dir, game_ui *ui, |
1076 | float animtime, float flashtime) |
1077 | { |
1078 | int w = state->p.w, h = state->p.h /*, wh = w*h */; |
1079 | int x, y; |
1080 | float ap; |
1081 | int player_dist; |
1082 | int flashtype; |
1083 | int gems, deaths; |
1084 | char status[256]; |
1085 | |
1086 | if (flashtime && |
1087 | !((int)(flashtime * 3 / FLASH_LENGTH) % 2)) |
1088 | flashtype = ui->flashtype; |
1089 | else |
1090 | flashtype = 0; |
1091 | |
1092 | /* |
1093 | * Erase the player sprite. |
1094 | */ |
1095 | if (ds->player_bg_saved) { |
1096 | assert(ds->player_background); |
1097 | blitter_load(dr, ds->player_background, ds->pbgx, ds->pbgy); |
1098 | draw_update(dr, ds->pbgx, ds->pbgy, TILESIZE, TILESIZE); |
1099 | ds->player_bg_saved = FALSE; |
1100 | } |
1101 | |
1102 | /* |
1103 | * Initialise a fresh drawstate. |
1104 | */ |
1105 | if (!ds->started) { |
1106 | int wid, ht; |
1107 | |
1108 | /* |
1109 | * Blank out the window initially. |
1110 | */ |
1111 | game_compute_size(&ds->p, TILESIZE, &wid, &ht); |
1112 | draw_rect(dr, 0, 0, wid, ht, COL_BACKGROUND); |
1113 | draw_update(dr, 0, 0, wid, ht); |
1114 | |
1115 | /* |
1116 | * Draw the grid lines. |
1117 | */ |
1118 | for (y = 0; y <= h; y++) |
1119 | draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y), |
1120 | COL_LOWLIGHT); |
1121 | for (x = 0; x <= w; x++) |
1122 | draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h), |
1123 | COL_LOWLIGHT); |
1124 | |
1125 | ds->started = TRUE; |
1126 | } |
1127 | |
1128 | /* |
1129 | * If we're in the process of animating a move, let's start by |
1130 | * working out how far the player has moved from their _older_ |
1131 | * state. |
1132 | */ |
1133 | if (oldstate) { |
1134 | ap = animtime / ui->anim_length; |
1135 | player_dist = ap * (dir > 0 ? state : oldstate)->distance_moved; |
1136 | } else { |
1137 | player_dist = 0; |
1138 | ap = 0.0F; |
1139 | } |
1140 | |
1141 | /* |
1142 | * Draw the grid contents. |
1143 | * |
1144 | * We count the gems as we go round this loop, for the purposes |
1145 | * of the status bar. Of course we have a gems counter in the |
1146 | * game_state already, but if we do the counting in this loop |
1147 | * then it tracks gems being picked up in a sliding move, and |
1148 | * updates one by one. |
1149 | */ |
1150 | gems = 0; |
1151 | for (y = 0; y < h; y++) |
1152 | for (x = 0; x < w; x++) { |
1153 | unsigned short v = (unsigned char)state->grid[y*w+x]; |
1154 | |
1155 | /* |
1156 | * Special case: if the player is in the process of |
1157 | * moving over a gem, we draw the gem iff they haven't |
1158 | * gone past it yet. |
1159 | */ |
1160 | if (oldstate && oldstate->grid[y*w+x] != state->grid[y*w+x]) { |
1161 | /* |
1162 | * Compute the distance from this square to the |
1163 | * original player position. |
1164 | */ |
1165 | int dist = max(abs(x - oldstate->px), abs(y - oldstate->py)); |
1166 | |
1167 | /* |
1168 | * If the player has reached here, use the new grid |
1169 | * element. Otherwise use the old one. |
1170 | */ |
1171 | if (player_dist < dist) |
1172 | v = oldstate->grid[y*w+x]; |
1173 | else |
1174 | v = state->grid[y*w+x]; |
1175 | } |
1176 | |
1177 | /* |
1178 | * Special case: erase the mine the dead player is |
1179 | * sitting on. Only at the end of the move. |
1180 | */ |
1181 | if (v == MINE && !oldstate && state->dead && |
1182 | x == state->px && y == state->py) |
1183 | v = BLANK; |
1184 | |
1185 | if (v == GEM) |
1186 | gems++; |
1187 | |
1188 | v |= flashtype; |
1189 | |
1190 | if (ds->grid[y*w+x] != v) { |
1191 | draw_tile(dr, ds, x, y, v); |
1192 | ds->grid[y*w+x] = v; |
1193 | } |
1194 | } |
1195 | |
1196 | /* |
1197 | * Gem counter in the status bar. We replace it with |
1198 | * `COMPLETED!' when it reaches zero ... or rather, when the |
1199 | * _current state_'s gem counter is zero. (Thus, `Gems: 0' is |
1200 | * shown between the collection of the last gem and the |
1201 | * completion of the move animation that did it.) |
1202 | */ |
1203 | if (state->dead && (!oldstate || oldstate->dead)) |
1204 | sprintf(status, "DEAD!"); |
1205 | else if (state->gems || (oldstate && oldstate->gems)) |
1206 | sprintf(status, "Gems: %d", gems); |
1207 | else |
1208 | sprintf(status, "COMPLETED!"); |
1209 | /* We subtract one from the visible death counter if we're still |
1210 | * animating the move at the end of which the death took place. */ |
1211 | deaths = ui->deaths; |
1212 | if (oldstate && ui->just_died) { |
1213 | assert(deaths > 0); |
1214 | deaths--; |
1215 | } |
1216 | if (deaths) |
1217 | sprintf(status + strlen(status), " Deaths: %d", deaths); |
1218 | status_bar(dr, status); |
1219 | |
1220 | /* |
1221 | * Draw the player sprite. |
1222 | */ |
1223 | assert(!ds->player_bg_saved); |
1224 | assert(ds->player_background); |
1225 | { |
1226 | int ox, oy, nx, ny; |
1227 | nx = COORD(state->px); |
1228 | ny = COORD(state->py); |
1229 | if (oldstate) { |
1230 | ox = COORD(oldstate->px); |
1231 | oy = COORD(oldstate->py); |
1232 | } else { |
1233 | ox = nx; |
1234 | oy = ny; |
1235 | } |
1236 | ds->pbgx = ox + ap * (nx - ox); |
1237 | ds->pbgy = oy + ap * (ny - oy); |
1238 | } |
1239 | blitter_save(dr, ds->player_background, ds->pbgx, ds->pbgy); |
1240 | draw_player(dr, ds, ds->pbgx, ds->pbgy, (state->dead && !oldstate)); |
1241 | ds->player_bg_saved = TRUE; |
1242 | } |
1243 | |
1244 | static float game_anim_length(game_state *oldstate, game_state *newstate, |
1245 | int dir, game_ui *ui) |
1246 | { |
1247 | int dist; |
1248 | if (dir > 0) |
1249 | dist = newstate->distance_moved; |
1250 | else |
1251 | dist = oldstate->distance_moved; |
1252 | ui->anim_length = sqrt(dist) * BASE_ANIM_LENGTH; |
1253 | return ui->anim_length; |
1254 | } |
1255 | |
1256 | static float game_flash_length(game_state *oldstate, game_state *newstate, |
1257 | int dir, game_ui *ui) |
1258 | { |
1259 | if (!oldstate->dead && newstate->dead) { |
1260 | ui->flashtype = FLASH_DEAD; |
1261 | return FLASH_LENGTH; |
1262 | } else if (oldstate->gems && !newstate->gems) { |
1263 | ui->flashtype = FLASH_WIN; |
1264 | return FLASH_LENGTH; |
1265 | } |
1266 | return 0.0F; |
1267 | } |
1268 | |
1269 | static int game_wants_statusbar(void) |
1270 | { |
1271 | return TRUE; |
1272 | } |
1273 | |
1274 | static int game_timing_state(game_state *state, game_ui *ui) |
1275 | { |
1276 | return TRUE; |
1277 | } |
1278 | |
1279 | static void game_print_size(game_params *params, float *x, float *y) |
1280 | { |
1281 | } |
1282 | |
1283 | static void game_print(drawing *dr, game_state *state, int tilesize) |
1284 | { |
1285 | } |
1286 | |
1287 | #ifdef COMBINED |
1288 | #define thegame inertia |
1289 | #endif |
1290 | |
1291 | const struct game thegame = { |
1292 | "Inertia", "games.inertia", |
1293 | default_params, |
1294 | game_fetch_preset, |
1295 | decode_params, |
1296 | encode_params, |
1297 | free_params, |
1298 | dup_params, |
1299 | TRUE, game_configure, custom_params, |
1300 | validate_params, |
1301 | new_game_desc, |
1302 | validate_desc, |
1303 | new_game, |
1304 | dup_game, |
1305 | free_game, |
1306 | FALSE, solve_game, |
1307 | FALSE, game_text_format, |
1308 | new_ui, |
1309 | free_ui, |
1310 | encode_ui, |
1311 | decode_ui, |
1312 | game_changed_state, |
1313 | interpret_move, |
1314 | execute_move, |
1315 | PREFERRED_TILESIZE, game_compute_size, game_set_size, |
1316 | game_colours, |
1317 | game_new_drawstate, |
1318 | game_free_drawstate, |
1319 | game_redraw, |
1320 | game_anim_length, |
1321 | game_flash_length, |
1322 | FALSE, FALSE, game_print_size, game_print, |
1323 | game_wants_statusbar, |
1324 | FALSE, game_timing_state, |
1325 | 0, /* mouse_priorities */ |
1326 | }; |