#define TILE_BORDER 1
#define WINDOW_OFFSET 16
-#define ROTATE_TIME 0.1F
-#define FLASH_FRAME 0.05F
+#define ROTATE_TIME 0.13F
+#define FLASH_FRAME 0.07F
enum {
COL_BACKGROUND,
ret = snewn(5, config_item);
ret[0].name = "Width";
- ret[0].type = STRING;
+ ret[0].type = C_STRING;
sprintf(buf, "%d", params->width);
ret[0].sval = dupstr(buf);
ret[0].ival = 0;
ret[1].name = "Height";
- ret[1].type = STRING;
+ ret[1].type = C_STRING;
sprintf(buf, "%d", params->height);
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
ret[2].name = "Walls wrap around";
- ret[2].type = BOOLEAN;
+ ret[2].type = C_BOOLEAN;
ret[2].sval = NULL;
ret[2].ival = params->wrapping;
ret[3].name = "Barrier probability";
- ret[3].type = STRING;
+ ret[3].type = C_STRING;
sprintf(buf, "%g", params->barrier_probability);
ret[3].sval = dupstr(buf);
ret[3].ival = 0;
ret[4].name = NULL;
- ret[4].type = ENDCFG;
+ ret[4].type = C_END;
ret[4].sval = NULL;
ret[4].ival = 0;
ret->width = atoi(cfg[0].sval);
ret->height = atoi(cfg[1].sval);
ret->wrapping = cfg[2].ival;
- ret->barrier_probability = atof(cfg[3].sval);
+ ret->barrier_probability = (float)atof(cfg[3].sval);
return ret;
}
* Randomly select a new game seed.
*/
-char *new_game_seed(game_params *params)
+char *new_game_seed(game_params *params, random_state *rs)
{
/*
* The full description of a Net game is far too large to
* understand it and do something completely different.)
*/
char buf[40];
- sprintf(buf, "%d", rand());
+ sprintf(buf, "%lu", random_bits(rs, 32));
return dupstr(buf);
}
+char *validate_seed(game_params *params, char *seed)
+{
+ /*
+ * Since any string at all will suffice to seed the RNG, there
+ * is no validation required.
+ */
+ return NULL;
+}
+
/* ----------------------------------------------------------------------
* Construct an initial game state, given a seed and parameters.
*/
return active;
}
+game_ui *new_ui(game_state *state)
+{
+ return NULL;
+}
+
+void free_ui(game_ui *ui)
+{
+}
+
/* ----------------------------------------------------------------------
* Process a move.
*/
-game_state *make_move(game_state *state, int x, int y, int button)
+game_state *make_move(game_state *state, game_ui *ui, int x, int y, int button)
{
game_state *ret;
int tx, ty, orig;
ty = y / TILE_SIZE;
if (tx >= state->width || ty >= state->height)
return NULL;
- if (tx % TILE_SIZE >= TILE_SIZE - TILE_BORDER ||
- ty % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
+ if (x % TILE_SIZE >= TILE_SIZE - TILE_BORDER ||
+ y % TILE_SIZE >= TILE_SIZE - TILE_BORDER)
return NULL;
/*
}
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, float t, float ft)
+ game_state *state, game_ui *ui, float t, float ft)
{
int x, y, tx, ty, frame;
unsigned char *active;