enum { LEFT, RIGHT, UP, DOWN, UP_LEFT, UP_RIGHT, DOWN_LEFT, DOWN_RIGHT };
#define GRID_SCALE 48.0F
-#define ROLLTIME 0.1F
+#define ROLLTIME 0.13F
#define SQ(x) ( (x) * (x) )
if (solid->order == 4) {
int x, y;
- for (x = 0; x < params->d1; x++)
- for (y = 0; y < params->d2; y++) {
+ for (y = 0; y < params->d2; y++)
+ for (x = 0; x < params->d1; x++) {
struct grid_square sq;
sq.x = (float)x;
data->squareindex++;
}
-char *new_game_seed(game_params *params)
+char *new_game_seed(game_params *params, random_state *rs)
{
struct grid_data data;
int i, j, k, m, area, facesperclass;
for (i = 0; i < data.nclasses; i++) {
for (j = 0; j < facesperclass; j++) {
- int n = rand_upto(data.nsquares[i]);
+ int n = random_upto(rs, data.nsquares[i]);
assert(!flags[data.gridptrs[i][n]]);
flags[data.gridptrs[i][n]] = TRUE;
/*
* Choose a non-blue square for the polyhedron.
*/
- sprintf(p, ":%d", data.gridptrs[0][rand_upto(m)]);
+ sprintf(p, ":%d", data.gridptrs[0][random_upto(rs, m)]);
sfree(data.gridptrs[0]);
sfree(flags);
return ret;
}
+char *validate_seed(game_params *params, char *seed)
+{
+ int area = grid_area(params->d1, params->d2, solids[params->solid]->order);
+ int i, j;
+
+ i = (area + 3) / 4;
+ for (j = 0; j < i; j++) {
+ int c = seed[j];
+ if (c >= '0' && c <= '9') continue;
+ if (c >= 'A' && c <= 'F') continue;
+ if (c >= 'a' && c <= 'f') continue;
+ return "Not enough hex digits at start of string";
+ /* NB if seed[j]=='\0' that will also be caught here, so we're safe */
+ }
+
+ if (seed[i] != ':')
+ return "Expected ':' after hex digits";
+
+ i++;
+ do {
+ if (seed[i] < '0' || seed[i] > '9')
+ return "Expected decimal integer after ':'";
+ i++;
+ } while (seed[i]);
+
+ return NULL;
+}
+
game_state *new_game(game_params *params, char *seed)
{
game_state *state = snew(game_state);
sfree(state);
}
-game_state *make_move(game_state *from, int x, int y, int button)
+game_ui *new_ui(game_state *state)
+{
+ return NULL;
+}
+
+void free_ui(game_ui *ui)
+{
+}
+
+game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
{
int direction;
int pkey[2], skey[2], dkey[2];
}
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, float animtime, float flashtime)
+ game_state *state, game_ui *ui,
+ float animtime, float flashtime)
{
int i, j;
struct bbox bb = find_bbox(&state->params);