Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / inertia.c
index 10ea538..eb850ac 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)
@@ -1436,6 +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;
@@ -1511,12 +1525,16 @@ 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 )
 
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+static char *interpret_move(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 */;
@@ -1562,7 +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)
@@ -1613,6 +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;
@@ -1873,32 +1896,10 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v)
        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,
@@ -2134,6 +2135,16 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
+static int game_status(game_state *state)
+{
+    /*
+     * 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)
 {
     return TRUE;
@@ -2167,7 +2178,7 @@ 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,
@@ -2182,6 +2193,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
     TRUE,                             /* wants_statusbar */
     FALSE, game_timing_state,