game_params *ret = snew(game_params);
ret->w = 10;
+#ifdef PORTRAIT_SCREEN
+ ret->h = 10;
+#else
ret->h = 8;
-
+#endif
return ret;
}
}
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)
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
* tour of the graph which takes in every gem.
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;
#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 )
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)
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;
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,
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);
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_is_solved(game_state *state)
{
- return TRUE;
+ /*
+ * 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)
#endif
const struct game thegame = {
- "Inertia", "games.inertia",
+ "Inertia", "games.inertia", "inertia",
default_params,
game_fetch_preset,
decode_params,
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,
- game_wants_statusbar,
+ TRUE, /* wants_statusbar */
FALSE, game_timing_state,
0, /* flags */
};