ret->wrapping = TRUE;
} else if (*p == 'b') {
p++;
- ret->barrier_probability = atof(p);
+ ret->barrier_probability = (float)atof(p);
while (*p && (*p == '.' || isdigit((unsigned char)*p))) p++;
} else if (*p == 'a') {
p++;
}
sfree(perim2);
- if (i == nperim)
+ if (i == nperim) {
+ sfree(perimeter);
return; /* nothing we can do! */
+ }
/*
* Now we've constructed a new link, we need to find the entire
if (!(barrier(state, x, 0) & U) ||
!(barrier(state, x, state->height-1) & D))
state->wrapping = TRUE;
- for (y = 0; y < state->width; y++)
+ for (y = 0; y < state->height; y++)
if (!(barrier(state, 0, y) & L) ||
!(barrier(state, state->width-1, y) & R))
state->wrapping = TRUE;
return ret;
}
+static int game_can_format_as_text_now(game_params *params)
+{
+ return TRUE;
+}
+
static char *game_text_format(game_state *state)
{
return NULL;
* Middle button never drags: it only toggles the lock.
*/
action = TOGGLE_LOCK;
- } else if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
+ } else if (button == LEFT_BUTTON
+#ifndef STYLUS_BASED
+ || button == RIGHT_BUTTON /* (see above) */
+#endif
+ ) {
/*
* Otherwise, we note down the start point for a drag.
*/
ui->dragstarty = y % TILE_SIZE;
ui->dragged = FALSE;
return nullret; /* no actual action */
- } else if (button == LEFT_DRAG || button == RIGHT_DRAG) {
+ } else if (button == LEFT_DRAG
+#ifndef STYLUS_BASED
+ || button == RIGHT_DRAG
+#endif
+ ) {
/*
* Find the new drag point and see if it necessitates a
* rotation.
ui->dragstarty = yC;
ui->dragged = TRUE;
}
- } else if (button == LEFT_RELEASE || button == RIGHT_RELEASE) {
+ } else if (button == LEFT_RELEASE
+#ifndef STYLUS_BASED
+ || button == RIGHT_RELEASE
+#endif
+ ) {
if (!ui->dragged) {
/*
* There was a click but no perceptible drag:
#endif /* USE_DRAGGING */
- } else if (button == CURSOR_UP || button == CURSOR_DOWN ||
- button == CURSOR_RIGHT || button == CURSOR_LEFT) {
+ } else if (IS_CURSOR_MOVE(button)) {
switch (button) {
case CURSOR_UP: dir = U; break;
case CURSOR_DOWN: dir = D; break;
} else if (button == 'a' || button == 's' || button == 'd' ||
button == 'A' || button == 'S' || button == 'D' ||
button == 'f' || button == 'F' ||
- button == CURSOR_SELECT) {
+ IS_CURSOR_SELECT(button)) {
tx = ui->cur_x;
ty = ui->cur_y;
if (button == 'a' || button == 'A' || button == CURSOR_SELECT)
action = ROTATE_LEFT;
- else if (button == 's' || button == 'S')
+ else if (button == 's' || button == 'S' || button == CURSOR_SELECT2)
action = TOGGLE_LOCK;
else if (button == 'd' || button == 'D')
action = ROTATE_RIGHT;
static game_state *execute_move(game_state *from, char *move)
{
game_state *ret;
- int tx, ty, n, noanim, orig;
+ int tx = -1, ty = -1, n, noanim, orig;
ret = dup_game(from);
}
}
if (!noanim) {
+ if (tx == -1 || ty == -1) { free_game(ret); return NULL; }
ret->last_rotate_x = tx;
ret->last_rotate_y = ty;
}
return ret;
}
-static void draw_thick_line(drawing *dr, int x1, int y1, int x2, int y2,
- int colour)
+static void draw_filled_line(drawing *dr, int x1, int y1, int x2, int y2,
+ int colour)
{
draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE);
draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE);
ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
MATMUL(tx, ty, matrix, ex, ey);
- draw_thick_line(dr, bx+(int)cx, by+(int)cy,
- bx+(int)(cx+tx), by+(int)(cy+ty),
- COL_WIRE);
+ draw_filled_line(dr, bx+(int)cx, by+(int)cy,
+ bx+(int)(cx+tx), by+(int)(cy+ty),
+ COL_WIRE);
}
}
for (dir = 1; dir < 0x10; dir <<= 1) {
return 0.0F;
}
+static int game_status(game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
* I'll use 8mm squares by default.
*/
game_compute_size(params, 800, &pw, &ph);
- *x = pw / 100.0;
- *y = ph / 100.0;
+ *x = pw / 100.0F;
+ *y = ph / 100.0F;
}
static void draw_diagram(drawing *dr, game_drawstate *ds, int x, int y,
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,
TRUE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,