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;
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)
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,
return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ /*
+ * If the player has died, we don't list the game as solved,
+ * because they're more likely to undo and carry on than to give
+ * up and start a new game.
+ */
+ return !state->gems;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
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_is_solved,
FALSE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,