X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/2705d3741495f136d9d092d873f9b1c803ba1d8f..854a4f51614eb4a6a23e15204d30d1e57ef83c6f:/inertia.c diff --git a/inertia.c b/inertia.c index 055d264..4e84f56 100644 --- 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) @@ -735,6 +744,18 @@ static char *solve_game(game_state *state, game_state *currstate, 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. @@ -1499,7 +1520,11 @@ 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 ) @@ -1692,7 +1717,7 @@ static void game_set_size(drawing *dr, game_drawstate *ds, ds->player_background = blitter_new(dr, TILESIZE, TILESIZE); } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; @@ -1899,12 +1924,12 @@ static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v) 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); @@ -2122,11 +2147,6 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_wants_statusbar(void) -{ - return TRUE; -} - static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; @@ -2145,7 +2165,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize) #endif const struct game thegame = { - "Inertia", "games.inertia", + "Inertia", "games.inertia", "inertia", default_params, game_fetch_preset, decode_params, @@ -2176,7 +2196,7 @@ const struct game thegame = { game_anim_length, game_flash_length, FALSE, FALSE, game_print_size, game_print, - game_wants_statusbar, + TRUE, /* wants_statusbar */ FALSE, game_timing_state, 0, /* flags */ };