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Files
1332 lines
32 KiB
C
1332 lines
32 KiB
C
/*
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* inertia.c: Game involving navigating round a grid picking up
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* gems.
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*
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* Game rules and basic generator design by Ben Olmstead.
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* This re-implementation was written by Simon Tatham.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#include <math.h>
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#include "puzzles.h"
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/* Used in the game_state */
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#define BLANK 'b'
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#define GEM 'g'
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#define MINE 'm'
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#define STOP 's'
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#define WALL 'w'
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/* Used in the game IDs */
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#define START 'S'
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/* Used in the game generation */
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#define POSSGEM 'G'
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/* Used only in the game_drawstate*/
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#define UNDRAWN '?'
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#define DIRECTIONS 8
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#define DX(dir) ( (dir) & 3 ? (((dir) & 7) > 4 ? -1 : +1) : 0 )
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#define DY(dir) ( DX((dir)+6) )
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/*
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* Lvalue macro which expects x and y to be in range.
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*/
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#define LV_AT(w, h, grid, x, y) ( (grid)[(y)*(w)+(x)] )
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/*
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* Rvalue macro which can cope with x and y being out of range.
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*/
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#define AT(w, h, grid, x, y) ( (x)<0 || (x)>=(w) || (y)<0 || (y)>=(h) ? \
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WALL : LV_AT(w, h, grid, x, y) )
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enum {
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COL_BACKGROUND,
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COL_OUTLINE,
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COL_HIGHLIGHT,
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COL_LOWLIGHT,
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COL_PLAYER,
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COL_DEAD_PLAYER,
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COL_MINE,
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COL_GEM,
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COL_WALL,
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NCOLOURS
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};
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struct game_params {
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int w, h;
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};
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struct game_state {
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game_params p;
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int px, py;
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int gems;
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char *grid;
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int distance_moved;
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int dead;
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->w = 10;
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ret->h = 8;
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return ret;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static const struct game_params inertia_presets[] = {
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{ 10, 8 },
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{ 15, 12 },
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{ 20, 16 },
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};
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static int game_fetch_preset(int i, char **name, game_params **params)
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{
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game_params p, *ret;
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char *retname;
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char namebuf[80];
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if (i < 0 || i >= lenof(inertia_presets))
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return FALSE;
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p = inertia_presets[i];
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ret = dup_params(&p);
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sprintf(namebuf, "%dx%d", ret->w, ret->h);
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retname = dupstr(namebuf);
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*params = ret;
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*name = retname;
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return TRUE;
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}
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static void decode_params(game_params *params, char const *string)
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{
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params->w = params->h = atoi(string);
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while (*string && isdigit((unsigned char)*string)) string++;
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if (*string == 'x') {
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string++;
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params->h = atoi(string);
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}
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}
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static char *encode_params(game_params *params, int full)
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{
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char data[256];
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sprintf(data, "%dx%d", params->w, params->h);
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return dupstr(data);
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}
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static config_item *game_configure(game_params *params)
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{
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config_item *ret;
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char buf[80];
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ret = snewn(3, config_item);
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ret[0].name = "Width";
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ret[0].type = C_STRING;
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sprintf(buf, "%d", params->w);
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ret[0].sval = dupstr(buf);
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ret[0].ival = 0;
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ret[1].name = "Height";
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ret[1].type = C_STRING;
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sprintf(buf, "%d", params->h);
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ret[1].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[2].name = NULL;
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ret[2].type = C_END;
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ret[2].sval = NULL;
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ret[2].ival = 0;
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return ret;
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}
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static game_params *custom_params(config_item *cfg)
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{
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game_params *ret = snew(game_params);
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ret->w = atoi(cfg[0].sval);
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ret->h = atoi(cfg[1].sval);
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return ret;
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}
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static char *validate_params(game_params *params, int full)
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{
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/*
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* Avoid completely degenerate cases which only have one
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* row/column. We probably could generate completable puzzles
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* of that shape, but they'd be forced to be extremely boring
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* and at large sizes would take a while to happen upon at
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* random as well.
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*/
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if (params->w < 2 || params->h < 2)
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return "Width and height must both be at least two";
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/*
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* The grid construction algorithm creates 1/5 as many gems as
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* grid squares, and must create at least one gem to have an
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* actual puzzle. However, an area-five grid is ruled out by
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* the above constraint, so the practical minimum is six.
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*/
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if (params->w * params->h < 6)
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return "Grid area must be at least six squares";
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return NULL;
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}
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/* ----------------------------------------------------------------------
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* Solver used by grid generator.
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*/
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struct solver_scratch {
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unsigned char *reachable_from, *reachable_to;
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int *positions;
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};
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static struct solver_scratch *new_scratch(int w, int h)
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{
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struct solver_scratch *sc = snew(struct solver_scratch);
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sc->reachable_from = snewn(w * h * DIRECTIONS, unsigned char);
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sc->reachable_to = snewn(w * h * DIRECTIONS, unsigned char);
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sc->positions = snewn(w * h * DIRECTIONS, int);
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return sc;
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}
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static void free_scratch(struct solver_scratch *sc)
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{
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sfree(sc->reachable_from);
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sfree(sc->reachable_to);
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sfree(sc->positions);
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sfree(sc);
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}
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static int can_go(int w, int h, char *grid,
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int x1, int y1, int dir1, int x2, int y2, int dir2)
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{
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/*
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* Returns TRUE if we can transition directly from (x1,y1)
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* going in direction dir1, to (x2,y2) going in direction dir2.
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*/
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/*
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* If we're actually in the middle of an unoccupyable square,
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* we cannot make any move.
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*/
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if (AT(w, h, grid, x1, y1) == WALL ||
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AT(w, h, grid, x1, y1) == MINE)
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return FALSE;
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/*
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* If a move is capable of stopping at x1,y1,dir1, and x2,y2 is
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* the same coordinate as x1,y1, then we can make the
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* transition (by stopping and changing direction).
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*
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* For this to be the case, we have to either have a wall
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* beyond x1,y1,dir1, or have a stop on x1,y1.
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*/
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if (x2 == x1 && y2 == y1 &&
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(AT(w, h, grid, x1, y1) == STOP ||
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AT(w, h, grid, x1, y1) == START ||
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AT(w, h, grid, x1+DX(dir1), y1+DY(dir1)) == WALL))
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return TRUE;
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/*
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* If a move is capable of continuing here, then x1,y1,dir1 can
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* move one space further on.
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*/
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if (x2 == x1+DX(dir1) && y2 == y1+DY(dir1) && dir1 == dir2 &&
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(AT(w, h, grid, x2, y2) == BLANK ||
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AT(w, h, grid, x2, y2) == GEM ||
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AT(w, h, grid, x2, y2) == STOP ||
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AT(w, h, grid, x2, y2) == START))
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return TRUE;
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/*
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* That's it.
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*/
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return FALSE;
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}
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static int find_gem_candidates(int w, int h, char *grid,
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struct solver_scratch *sc)
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{
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int wh = w*h;
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int head, tail;
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int sx, sy, gx, gy, gd, pass, possgems;
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/*
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* This function finds all the candidate gem squares, which are
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* precisely those squares which can be picked up on a loop
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* from the starting point back to the starting point. Doing
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* this may involve passing through such a square in the middle
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* of a move; so simple breadth-first search over the _squares_
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* of the grid isn't quite adequate, because it might be that
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* we can only reach a gem from the start by moving over it in
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* one direction, but can only return to the start if we were
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* moving over it in another direction.
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*
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* Instead, we BFS over a space which mentions each grid square
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* eight times - once for each direction. We also BFS twice:
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* once to find out what square+direction pairs we can reach
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* _from_ the start point, and once to find out what pairs we
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* can reach the start point from. Then a square is reachable
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* if any of the eight directions for that square has both
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* flags set.
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*/
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memset(sc->reachable_from, 0, wh * DIRECTIONS);
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memset(sc->reachable_to, 0, wh * DIRECTIONS);
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/*
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* Find the starting square.
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*/
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sx = -1; /* placate optimiser */
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for (sy = 0; sy < h; sy++) {
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for (sx = 0; sx < w; sx++)
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if (AT(w, h, grid, sx, sy) == START)
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break;
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if (sx < w)
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break;
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}
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assert(sy < h);
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for (pass = 0; pass < 2; pass++) {
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unsigned char *reachable = (pass == 0 ? sc->reachable_from :
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sc->reachable_to);
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int sign = (pass == 0 ? +1 : -1);
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int dir;
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#ifdef SOLVER_DIAGNOSTICS
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printf("starting pass %d\n", pass);
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#endif
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/*
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* `head' and `tail' are indices within sc->positions which
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* track the list of board positions left to process.
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*/
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head = tail = 0;
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for (dir = 0; dir < DIRECTIONS; dir++) {
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int index = (sy*w+sx)*DIRECTIONS+dir;
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sc->positions[tail++] = index;
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reachable[index] = TRUE;
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#ifdef SOLVER_DIAGNOSTICS
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printf("starting point %d,%d,%d\n", sx, sy, dir);
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#endif
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}
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/*
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* Now repeatedly pick an element off the list and process
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* it.
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*/
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while (head < tail) {
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int index = sc->positions[head++];
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int dir = index % DIRECTIONS;
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int x = (index / DIRECTIONS) % w;
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int y = index / (w * DIRECTIONS);
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int n, x2, y2, d2, i2;
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#ifdef SOLVER_DIAGNOSTICS
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printf("processing point %d,%d,%d\n", x, y, dir);
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#endif
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/*
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* The places we attempt to switch to here are:
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* - each possible direction change (all the other
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* directions in this square)
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* - one step further in the direction we're going (or
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* one step back, if we're in the reachable_to pass).
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*/
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for (n = -1; n < DIRECTIONS; n++) {
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if (n < 0) {
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x2 = x + sign * DX(dir);
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y2 = y + sign * DY(dir);
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d2 = dir;
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} else {
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x2 = x;
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y2 = y;
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d2 = n;
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}
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i2 = (y2*w+x2)*DIRECTIONS+d2;
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if (x2 >= 0 && x2 < w &&
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y2 >= 0 && y2 < h &&
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!reachable[i2]) {
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int ok;
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#ifdef SOLVER_DIAGNOSTICS
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printf(" trying point %d,%d,%d", x2, y2, d2);
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#endif
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if (pass == 0)
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ok = can_go(w, h, grid, x, y, dir, x2, y2, d2);
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else
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ok = can_go(w, h, grid, x2, y2, d2, x, y, dir);
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#ifdef SOLVER_DIAGNOSTICS
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printf(" - %sok\n", ok ? "" : "not ");
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#endif
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if (ok) {
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sc->positions[tail++] = i2;
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reachable[i2] = TRUE;
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}
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}
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}
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}
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}
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/*
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* And that should be it. Now all we have to do is find the
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* squares for which there exists _some_ direction such that
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* the square plus that direction form a tuple which is both
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* reachable from the start and reachable to the start.
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*/
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possgems = 0;
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for (gy = 0; gy < h; gy++)
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for (gx = 0; gx < w; gx++)
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if (AT(w, h, grid, gx, gy) == BLANK) {
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for (gd = 0; gd < DIRECTIONS; gd++) {
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int index = (gy*w+gx)*DIRECTIONS+gd;
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if (sc->reachable_from[index] && sc->reachable_to[index]) {
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#ifdef SOLVER_DIAGNOSTICS
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printf("space at %d,%d is reachable via"
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" direction %d\n", gx, gy, gd);
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#endif
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LV_AT(w, h, grid, gx, gy) = POSSGEM;
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possgems++;
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break;
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}
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}
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}
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return possgems;
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}
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/* ----------------------------------------------------------------------
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* Grid generation code.
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*/
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static char *gengrid(int w, int h, random_state *rs)
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{
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int wh = w*h;
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char *grid = snewn(wh+1, char);
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struct solver_scratch *sc = new_scratch(w, h);
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int maxdist_threshold, tries;
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maxdist_threshold = 2;
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tries = 0;
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while (1) {
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int i, j;
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int possgems;
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int *dist, *list, head, tail, maxdist;
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/*
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* We're going to fill the grid with the five basic piece
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* types in about 1/5 proportion. For the moment, though,
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* we leave out the gems, because we'll put those in
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* _after_ we run the solver to tell us where the viable
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* locations are.
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*/
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i = 0;
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for (j = 0; j < wh/5; j++)
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grid[i++] = WALL;
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for (j = 0; j < wh/5; j++)
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grid[i++] = STOP;
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for (j = 0; j < wh/5; j++)
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grid[i++] = MINE;
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assert(i < wh);
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grid[i++] = START;
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while (i < wh)
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grid[i++] = BLANK;
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shuffle(grid, wh, sizeof(*grid), rs);
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/*
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* Find the viable gem locations, and immediately give up
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* and try again if there aren't enough of them.
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*/
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possgems = find_gem_candidates(w, h, grid, sc);
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if (possgems < wh/5)
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continue;
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/*
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* We _could_ now select wh/5 of the POSSGEMs and set them
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* to GEM, and have a viable level. However, there's a
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* chance that a large chunk of the level will turn out to
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* be unreachable, so first we test for that.
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*
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* We do this by finding the largest distance from any
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* square to the nearest POSSGEM, by breadth-first search.
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* If this is above a critical threshold, we abort and try
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* again.
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*
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* (This search is purely geometric, without regard to
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* walls and long ways round.)
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*/
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dist = sc->positions;
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list = sc->positions + wh;
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for (i = 0; i < wh; i++)
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dist[i] = -1;
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head = tail = 0;
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for (i = 0; i < wh; i++)
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if (grid[i] == POSSGEM) {
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dist[i] = 0;
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list[tail++] = i;
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}
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maxdist = 0;
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while (head < tail) {
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int pos, x, y, d;
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pos = list[head++];
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if (maxdist < dist[pos])
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maxdist = dist[pos];
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x = pos % w;
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y = pos / w;
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for (d = 0; d < DIRECTIONS; d++) {
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int x2, y2, p2;
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x2 = x + DX(d);
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y2 = y + DY(d);
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if (x2 >= 0 && x2 < w && y2 >= 0 && y2 < h) {
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p2 = y2*w+x2;
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if (dist[p2] < 0) {
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dist[p2] = dist[pos] + 1;
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list[tail++] = p2;
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}
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}
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}
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}
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assert(head == wh && tail == wh);
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/*
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* Now abandon this grid and go round again if maxdist is
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* above the required threshold.
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*
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* We can safely start the threshold as low as 2. As we
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* accumulate failed generation attempts, we gradually
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* raise it as we get more desperate.
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*/
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if (maxdist > maxdist_threshold) {
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tries++;
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if (tries == 50) {
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maxdist_threshold++;
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tries = 0;
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}
|
|
continue;
|
|
}
|
|
|
|
/*
|
|
* Now our reachable squares are plausibly evenly
|
|
* distributed over the grid. I'm not actually going to
|
|
* _enforce_ that I place the gems in such a way as not to
|
|
* increase that maxdist value; I'm now just going to trust
|
|
* to the RNG to pick a sensible subset of the POSSGEMs.
|
|
*/
|
|
j = 0;
|
|
for (i = 0; i < wh; i++)
|
|
if (grid[i] == POSSGEM)
|
|
list[j++] = i;
|
|
shuffle(list, j, sizeof(*list), rs);
|
|
for (i = 0; i < j; i++)
|
|
grid[list[i]] = (i < wh/5 ? GEM : BLANK);
|
|
break;
|
|
}
|
|
|
|
free_scratch(sc);
|
|
|
|
grid[wh] = '\0';
|
|
|
|
return grid;
|
|
}
|
|
|
|
static char *new_game_desc(game_params *params, random_state *rs,
|
|
char **aux, int interactive)
|
|
{
|
|
return gengrid(params->w, params->h, rs);
|
|
}
|
|
|
|
static char *validate_desc(game_params *params, char *desc)
|
|
{
|
|
int w = params->w, h = params->h, wh = w*h;
|
|
int starts = 0, gems = 0, i;
|
|
|
|
for (i = 0; i < wh; i++) {
|
|
if (!desc[i])
|
|
return "Not enough data to fill grid";
|
|
if (desc[i] != WALL && desc[i] != START && desc[i] != STOP &&
|
|
desc[i] != GEM && desc[i] != MINE && desc[i] != BLANK)
|
|
return "Unrecognised character in game description";
|
|
if (desc[i] == START)
|
|
starts++;
|
|
if (desc[i] == GEM)
|
|
gems++;
|
|
}
|
|
if (desc[i])
|
|
return "Too much data to fill grid";
|
|
if (starts < 1)
|
|
return "No starting square specified";
|
|
if (starts > 1)
|
|
return "More than one starting square specified";
|
|
if (gems < 1)
|
|
return "No gems specified";
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static game_state *new_game(midend *me, game_params *params, char *desc)
|
|
{
|
|
int w = params->w, h = params->h, wh = w*h;
|
|
int i;
|
|
game_state *state = snew(game_state);
|
|
|
|
state->p = *params; /* structure copy */
|
|
|
|
state->grid = snewn(wh, char);
|
|
assert(strlen(desc) == wh);
|
|
memcpy(state->grid, desc, wh);
|
|
|
|
state->px = state->py = -1;
|
|
state->gems = 0;
|
|
for (i = 0; i < wh; i++) {
|
|
if (state->grid[i] == START) {
|
|
state->grid[i] = STOP;
|
|
state->px = i % w;
|
|
state->py = i / w;
|
|
} else if (state->grid[i] == GEM) {
|
|
state->gems++;
|
|
}
|
|
}
|
|
|
|
assert(state->gems > 0);
|
|
assert(state->px >= 0 && state->py >= 0);
|
|
|
|
state->distance_moved = 0;
|
|
state->dead = FALSE;
|
|
|
|
return state;
|
|
}
|
|
|
|
static game_state *dup_game(game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h, wh = w*h;
|
|
game_state *ret = snew(game_state);
|
|
|
|
ret->p = state->p;
|
|
ret->px = state->px;
|
|
ret->py = state->py;
|
|
ret->gems = state->gems;
|
|
ret->grid = snewn(wh, char);
|
|
ret->distance_moved = state->distance_moved;
|
|
ret->dead = FALSE;
|
|
memcpy(ret->grid, state->grid, wh);
|
|
|
|
return ret;
|
|
}
|
|
|
|
static void free_game(game_state *state)
|
|
{
|
|
sfree(state->grid);
|
|
sfree(state);
|
|
}
|
|
|
|
static char *solve_game(game_state *state, game_state *currstate,
|
|
char *aux, char **error)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
static char *game_text_format(game_state *state)
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
struct game_ui {
|
|
float anim_length;
|
|
int flashtype;
|
|
int deaths;
|
|
int just_made_move;
|
|
int just_died;
|
|
};
|
|
|
|
static game_ui *new_ui(game_state *state)
|
|
{
|
|
game_ui *ui = snew(game_ui);
|
|
ui->anim_length = 0.0F;
|
|
ui->flashtype = 0;
|
|
ui->deaths = 0;
|
|
ui->just_made_move = FALSE;
|
|
ui->just_died = FALSE;
|
|
return ui;
|
|
}
|
|
|
|
static void free_ui(game_ui *ui)
|
|
{
|
|
sfree(ui);
|
|
}
|
|
|
|
static char *encode_ui(game_ui *ui)
|
|
{
|
|
char buf[80];
|
|
/*
|
|
* The deaths counter needs preserving across a serialisation.
|
|
*/
|
|
sprintf(buf, "D%d", ui->deaths);
|
|
return dupstr(buf);
|
|
}
|
|
|
|
static void decode_ui(game_ui *ui, char *encoding)
|
|
{
|
|
int p = 0;
|
|
sscanf(encoding, "D%d%n", &ui->deaths, &p);
|
|
}
|
|
|
|
static void game_changed_state(game_ui *ui, game_state *oldstate,
|
|
game_state *newstate)
|
|
{
|
|
/*
|
|
* Increment the deaths counter. We only do this if
|
|
* ui->just_made_move is set (redoing a suicide move doesn't
|
|
* kill you _again_), and also we only do it if the game isn't
|
|
* completed (once you're finished, you can play).
|
|
*/
|
|
if (!oldstate->dead && newstate->dead && ui->just_made_move &&
|
|
newstate->gems) {
|
|
ui->deaths++;
|
|
ui->just_died = TRUE;
|
|
} else {
|
|
ui->just_died = FALSE;
|
|
}
|
|
ui->just_made_move = FALSE;
|
|
}
|
|
|
|
struct game_drawstate {
|
|
game_params p;
|
|
int tilesize;
|
|
int started;
|
|
unsigned short *grid;
|
|
blitter *player_background;
|
|
int player_bg_saved, pbgx, pbgy;
|
|
};
|
|
|
|
#define PREFERRED_TILESIZE 32
|
|
#define TILESIZE (ds->tilesize)
|
|
#define BORDER (TILESIZE)
|
|
#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,
|
|
int x, int y, int button)
|
|
{
|
|
int w = state->p.w, h = state->p.h /*, wh = w*h */;
|
|
int dir;
|
|
char buf[80];
|
|
|
|
dir = -1;
|
|
|
|
if (button == LEFT_BUTTON) {
|
|
/*
|
|
* Mouse-clicking near the target point (or, more
|
|
* accurately, in the appropriate octant) is an alternative
|
|
* way to input moves.
|
|
*/
|
|
|
|
if (FROMCOORD(x) != state->px || FROMCOORD(y) != state->py) {
|
|
int dx, dy;
|
|
float angle;
|
|
|
|
dx = FROMCOORD(x) - state->px;
|
|
dy = FROMCOORD(y) - state->py;
|
|
/* I pass dx,dy rather than dy,dx so that the octants
|
|
* end up the right way round. */
|
|
angle = atan2(dx, -dy);
|
|
|
|
angle = (angle + (PI/8)) / (PI/4);
|
|
assert(angle > -16.0F);
|
|
dir = (int)(angle + 16.0F) & 7;
|
|
}
|
|
} else if (button == CURSOR_UP || button == (MOD_NUM_KEYPAD | '8'))
|
|
dir = 0;
|
|
else if (button == CURSOR_DOWN || button == (MOD_NUM_KEYPAD | '2'))
|
|
dir = 4;
|
|
else if (button == CURSOR_LEFT || button == (MOD_NUM_KEYPAD | '4'))
|
|
dir = 6;
|
|
else if (button == CURSOR_RIGHT || button == (MOD_NUM_KEYPAD | '6'))
|
|
dir = 2;
|
|
else if (button == (MOD_NUM_KEYPAD | '7'))
|
|
dir = 7;
|
|
else if (button == (MOD_NUM_KEYPAD | '1'))
|
|
dir = 5;
|
|
else if (button == (MOD_NUM_KEYPAD | '9'))
|
|
dir = 1;
|
|
else if (button == (MOD_NUM_KEYPAD | '3'))
|
|
dir = 3;
|
|
|
|
if (dir < 0)
|
|
return NULL;
|
|
|
|
/*
|
|
* Reject the move if we can't make it at all due to a wall
|
|
* being in the way.
|
|
*/
|
|
if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL)
|
|
return NULL;
|
|
|
|
/*
|
|
* Reject the move if we're dead!
|
|
*/
|
|
if (state->dead)
|
|
return NULL;
|
|
|
|
/*
|
|
* Otherwise, we can make the move. All we need to specify is
|
|
* the direction.
|
|
*/
|
|
ui->just_made_move = TRUE;
|
|
sprintf(buf, "%d", dir);
|
|
return dupstr(buf);
|
|
}
|
|
|
|
static game_state *execute_move(game_state *state, char *move)
|
|
{
|
|
int w = state->p.w, h = state->p.h /*, wh = w*h */;
|
|
int dir = atoi(move);
|
|
game_state *ret;
|
|
|
|
if (dir < 0 || dir >= DIRECTIONS)
|
|
return NULL; /* huh? */
|
|
|
|
if (state->dead)
|
|
return NULL;
|
|
|
|
if (AT(w, h, state->grid, state->px+DX(dir), state->py+DY(dir)) == WALL)
|
|
return NULL; /* wall in the way! */
|
|
|
|
/*
|
|
* Now make the move.
|
|
*/
|
|
ret = dup_game(state);
|
|
ret->distance_moved = 0;
|
|
while (1) {
|
|
ret->px += DX(dir);
|
|
ret->py += DY(dir);
|
|
ret->distance_moved++;
|
|
|
|
if (AT(w, h, ret->grid, ret->px, ret->py) == GEM) {
|
|
LV_AT(w, h, ret->grid, ret->px, ret->py) = BLANK;
|
|
ret->gems--;
|
|
}
|
|
|
|
if (AT(w, h, ret->grid, ret->px, ret->py) == MINE) {
|
|
ret->dead = TRUE;
|
|
break;
|
|
}
|
|
|
|
if (AT(w, h, ret->grid, ret->px, ret->py) == STOP ||
|
|
AT(w, h, ret->grid, ret->px+DX(dir),
|
|
ret->py+DY(dir)) == WALL)
|
|
break;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/* ----------------------------------------------------------------------
|
|
* Drawing routines.
|
|
*/
|
|
|
|
static void game_compute_size(game_params *params, int tilesize,
|
|
int *x, int *y)
|
|
{
|
|
/* Ick: fake up `ds->tilesize' for macro expansion purposes */
|
|
struct { int tilesize; } ads, *ds = &ads;
|
|
ads.tilesize = tilesize;
|
|
|
|
*x = 2 * BORDER + 1 + params->w * TILESIZE;
|
|
*y = 2 * BORDER + 1 + params->h * TILESIZE;
|
|
}
|
|
|
|
static void game_set_size(drawing *dr, game_drawstate *ds,
|
|
game_params *params, int tilesize)
|
|
{
|
|
ds->tilesize = tilesize;
|
|
|
|
assert(!ds->player_bg_saved);
|
|
|
|
if (ds->player_background)
|
|
blitter_free(dr, ds->player_background);
|
|
ds->player_background = blitter_new(dr, TILESIZE, TILESIZE);
|
|
}
|
|
|
|
static float *game_colours(frontend *fe, game_state *state, int *ncolours)
|
|
{
|
|
float *ret = snewn(3 * NCOLOURS, float);
|
|
int i;
|
|
|
|
game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
|
|
|
|
ret[COL_OUTLINE * 3 + 0] = 0.0F;
|
|
ret[COL_OUTLINE * 3 + 1] = 0.0F;
|
|
ret[COL_OUTLINE * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_PLAYER * 3 + 0] = 0.0F;
|
|
ret[COL_PLAYER * 3 + 1] = 1.0F;
|
|
ret[COL_PLAYER * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_DEAD_PLAYER * 3 + 0] = 1.0F;
|
|
ret[COL_DEAD_PLAYER * 3 + 1] = 0.0F;
|
|
ret[COL_DEAD_PLAYER * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_MINE * 3 + 0] = 0.0F;
|
|
ret[COL_MINE * 3 + 1] = 0.0F;
|
|
ret[COL_MINE * 3 + 2] = 0.0F;
|
|
|
|
ret[COL_GEM * 3 + 0] = 0.6F;
|
|
ret[COL_GEM * 3 + 1] = 1.0F;
|
|
ret[COL_GEM * 3 + 2] = 1.0F;
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
ret[COL_WALL * 3 + i] = (3 * ret[COL_BACKGROUND * 3 + i] +
|
|
1 * ret[COL_HIGHLIGHT * 3 + i]) / 4;
|
|
}
|
|
|
|
*ncolours = NCOLOURS;
|
|
return ret;
|
|
}
|
|
|
|
static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
|
|
{
|
|
int w = state->p.w, h = state->p.h, wh = w*h;
|
|
struct game_drawstate *ds = snew(struct game_drawstate);
|
|
int i;
|
|
|
|
ds->tilesize = 0;
|
|
|
|
/* We can't allocate the blitter rectangle for the player background
|
|
* until we know what size to make it. */
|
|
ds->player_background = NULL;
|
|
ds->player_bg_saved = FALSE;
|
|
ds->pbgx = ds->pbgy = -1;
|
|
|
|
ds->p = state->p; /* structure copy */
|
|
ds->started = FALSE;
|
|
ds->grid = snewn(wh, unsigned short);
|
|
for (i = 0; i < wh; i++)
|
|
ds->grid[i] = UNDRAWN;
|
|
|
|
return ds;
|
|
}
|
|
|
|
static void game_free_drawstate(drawing *dr, game_drawstate *ds)
|
|
{
|
|
if (ds->player_background)
|
|
blitter_free(dr, ds->player_background);
|
|
sfree(ds->grid);
|
|
sfree(ds);
|
|
}
|
|
|
|
static void draw_player(drawing *dr, game_drawstate *ds, int x, int y,
|
|
int dead)
|
|
{
|
|
if (dead) {
|
|
int coords[DIRECTIONS*4];
|
|
int d;
|
|
|
|
for (d = 0; d < DIRECTIONS; d++) {
|
|
float x1, y1, x2, y2, x3, y3, len;
|
|
|
|
x1 = DX(d);
|
|
y1 = DY(d);
|
|
len = sqrt(x1*x1+y1*y1); x1 /= len; y1 /= len;
|
|
|
|
x3 = DX(d+1);
|
|
y3 = DY(d+1);
|
|
len = sqrt(x3*x3+y3*y3); x3 /= len; y3 /= len;
|
|
|
|
x2 = (x1+x3) / 4;
|
|
y2 = (y1+y3) / 4;
|
|
|
|
coords[d*4+0] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x1);
|
|
coords[d*4+1] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y1);
|
|
coords[d*4+2] = x + TILESIZE/2 + (int)((TILESIZE*3/7) * x2);
|
|
coords[d*4+3] = y + TILESIZE/2 + (int)((TILESIZE*3/7) * y2);
|
|
}
|
|
draw_polygon(dr, coords, DIRECTIONS*2, COL_DEAD_PLAYER, COL_OUTLINE);
|
|
} else {
|
|
draw_circle(dr, x + TILESIZE/2, y + TILESIZE/2,
|
|
TILESIZE/3, COL_PLAYER, COL_OUTLINE);
|
|
}
|
|
draw_update(dr, x, y, TILESIZE, TILESIZE);
|
|
}
|
|
|
|
#define FLASH_DEAD 0x100
|
|
#define FLASH_WIN 0x200
|
|
#define FLASH_MASK 0x300
|
|
|
|
static void draw_tile(drawing *dr, game_drawstate *ds, int x, int y, int v)
|
|
{
|
|
int tx = COORD(x), ty = COORD(y);
|
|
int bg = (v & FLASH_DEAD ? COL_DEAD_PLAYER :
|
|
v & FLASH_WIN ? COL_HIGHLIGHT : COL_BACKGROUND);
|
|
|
|
v &= ~FLASH_MASK;
|
|
|
|
clip(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1);
|
|
draw_rect(dr, tx+1, ty+1, TILESIZE-1, TILESIZE-1, bg);
|
|
|
|
if (v == WALL) {
|
|
int coords[6];
|
|
|
|
coords[0] = tx + TILESIZE;
|
|
coords[1] = ty + TILESIZE;
|
|
coords[2] = tx + TILESIZE;
|
|
coords[3] = ty + 1;
|
|
coords[4] = tx + 1;
|
|
coords[5] = ty + TILESIZE;
|
|
draw_polygon(dr, coords, 3, COL_LOWLIGHT, COL_LOWLIGHT);
|
|
|
|
coords[0] = tx + 1;
|
|
coords[1] = ty + 1;
|
|
draw_polygon(dr, coords, 3, COL_HIGHLIGHT, COL_HIGHLIGHT);
|
|
|
|
draw_rect(dr, tx + 1 + HIGHLIGHT_WIDTH, ty + 1 + HIGHLIGHT_WIDTH,
|
|
TILESIZE - 2*HIGHLIGHT_WIDTH,
|
|
TILESIZE - 2*HIGHLIGHT_WIDTH, COL_WALL);
|
|
} else if (v == MINE) {
|
|
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_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,
|
|
TILESIZE*3/7, -1, COL_OUTLINE);
|
|
draw_rect(dr, tx + TILESIZE*3/7, ty+1,
|
|
TILESIZE - 2*(TILESIZE*3/7) + 1, TILESIZE-1, bg);
|
|
draw_rect(dr, tx+1, ty + TILESIZE*3/7,
|
|
TILESIZE-1, TILESIZE - 2*(TILESIZE*3/7) + 1, bg);
|
|
} else if (v == GEM) {
|
|
int coords[8];
|
|
|
|
coords[0] = tx+TILESIZE/2;
|
|
coords[1] = ty+TILESIZE*1/7;
|
|
coords[2] = tx+TILESIZE*1/7;
|
|
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[7] = ty+TILESIZE/2;
|
|
|
|
draw_polygon(dr, coords, 4, COL_GEM, COL_OUTLINE);
|
|
}
|
|
|
|
unclip(dr);
|
|
draw_update(dr, tx, ty, TILESIZE, TILESIZE);
|
|
}
|
|
|
|
#define BASE_ANIM_LENGTH 0.1F
|
|
#define FLASH_LENGTH 0.3F
|
|
|
|
static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
|
|
game_state *state, int dir, game_ui *ui,
|
|
float animtime, float flashtime)
|
|
{
|
|
int w = state->p.w, h = state->p.h /*, wh = w*h */;
|
|
int x, y;
|
|
float ap;
|
|
int player_dist;
|
|
int flashtype;
|
|
int gems, deaths;
|
|
char status[256];
|
|
|
|
if (flashtime &&
|
|
!((int)(flashtime * 3 / FLASH_LENGTH) % 2))
|
|
flashtype = ui->flashtype;
|
|
else
|
|
flashtype = 0;
|
|
|
|
/*
|
|
* Erase the player sprite.
|
|
*/
|
|
if (ds->player_bg_saved) {
|
|
assert(ds->player_background);
|
|
blitter_load(dr, ds->player_background, ds->pbgx, ds->pbgy);
|
|
draw_update(dr, ds->pbgx, ds->pbgy, TILESIZE, TILESIZE);
|
|
ds->player_bg_saved = FALSE;
|
|
}
|
|
|
|
/*
|
|
* Initialise a fresh drawstate.
|
|
*/
|
|
if (!ds->started) {
|
|
int wid, ht;
|
|
|
|
/*
|
|
* Blank out the window initially.
|
|
*/
|
|
game_compute_size(&ds->p, TILESIZE, &wid, &ht);
|
|
draw_rect(dr, 0, 0, wid, ht, COL_BACKGROUND);
|
|
draw_update(dr, 0, 0, wid, ht);
|
|
|
|
/*
|
|
* Draw the grid lines.
|
|
*/
|
|
for (y = 0; y <= h; y++)
|
|
draw_line(dr, COORD(0), COORD(y), COORD(w), COORD(y),
|
|
COL_LOWLIGHT);
|
|
for (x = 0; x <= w; x++)
|
|
draw_line(dr, COORD(x), COORD(0), COORD(x), COORD(h),
|
|
COL_LOWLIGHT);
|
|
|
|
ds->started = TRUE;
|
|
}
|
|
|
|
/*
|
|
* If we're in the process of animating a move, let's start by
|
|
* working out how far the player has moved from their _older_
|
|
* state.
|
|
*/
|
|
if (oldstate) {
|
|
ap = animtime / ui->anim_length;
|
|
player_dist = ap * (dir > 0 ? state : oldstate)->distance_moved;
|
|
} else {
|
|
player_dist = 0;
|
|
ap = 0.0F;
|
|
}
|
|
|
|
/*
|
|
* Draw the grid contents.
|
|
*
|
|
* We count the gems as we go round this loop, for the purposes
|
|
* of the status bar. Of course we have a gems counter in the
|
|
* game_state already, but if we do the counting in this loop
|
|
* then it tracks gems being picked up in a sliding move, and
|
|
* updates one by one.
|
|
*/
|
|
gems = 0;
|
|
for (y = 0; y < h; y++)
|
|
for (x = 0; x < w; x++) {
|
|
unsigned short v = (unsigned char)state->grid[y*w+x];
|
|
|
|
/*
|
|
* Special case: if the player is in the process of
|
|
* moving over a gem, we draw the gem iff they haven't
|
|
* gone past it yet.
|
|
*/
|
|
if (oldstate && oldstate->grid[y*w+x] != state->grid[y*w+x]) {
|
|
/*
|
|
* Compute the distance from this square to the
|
|
* original player position.
|
|
*/
|
|
int dist = max(abs(x - oldstate->px), abs(y - oldstate->py));
|
|
|
|
/*
|
|
* If the player has reached here, use the new grid
|
|
* element. Otherwise use the old one.
|
|
*/
|
|
if (player_dist < dist)
|
|
v = oldstate->grid[y*w+x];
|
|
else
|
|
v = state->grid[y*w+x];
|
|
}
|
|
|
|
/*
|
|
* Special case: erase the mine the dead player is
|
|
* sitting on. Only at the end of the move.
|
|
*/
|
|
if (v == MINE && !oldstate && state->dead &&
|
|
x == state->px && y == state->py)
|
|
v = BLANK;
|
|
|
|
if (v == GEM)
|
|
gems++;
|
|
|
|
v |= flashtype;
|
|
|
|
if (ds->grid[y*w+x] != v) {
|
|
draw_tile(dr, ds, x, y, v);
|
|
ds->grid[y*w+x] = v;
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Gem counter in the status bar. We replace it with
|
|
* `COMPLETED!' when it reaches zero ... or rather, when the
|
|
* _current state_'s gem counter is zero. (Thus, `Gems: 0' is
|
|
* shown between the collection of the last gem and the
|
|
* completion of the move animation that did it.)
|
|
*/
|
|
if (state->dead && (!oldstate || oldstate->dead))
|
|
sprintf(status, "DEAD!");
|
|
else if (state->gems || (oldstate && oldstate->gems))
|
|
sprintf(status, "Gems: %d", gems);
|
|
else
|
|
sprintf(status, "COMPLETED!");
|
|
/* We subtract one from the visible death counter if we're still
|
|
* animating the move at the end of which the death took place. */
|
|
deaths = ui->deaths;
|
|
if (oldstate && ui->just_died) {
|
|
assert(deaths > 0);
|
|
deaths--;
|
|
}
|
|
if (deaths)
|
|
sprintf(status + strlen(status), " Deaths: %d", deaths);
|
|
status_bar(dr, status);
|
|
|
|
/*
|
|
* Draw the player sprite.
|
|
*/
|
|
assert(!ds->player_bg_saved);
|
|
assert(ds->player_background);
|
|
{
|
|
int ox, oy, nx, ny;
|
|
nx = COORD(state->px);
|
|
ny = COORD(state->py);
|
|
if (oldstate) {
|
|
ox = COORD(oldstate->px);
|
|
oy = COORD(oldstate->py);
|
|
} else {
|
|
ox = nx;
|
|
oy = ny;
|
|
}
|
|
ds->pbgx = ox + ap * (nx - ox);
|
|
ds->pbgy = oy + ap * (ny - oy);
|
|
}
|
|
blitter_save(dr, ds->player_background, ds->pbgx, ds->pbgy);
|
|
draw_player(dr, ds, ds->pbgx, ds->pbgy, (state->dead && !oldstate));
|
|
ds->player_bg_saved = TRUE;
|
|
}
|
|
|
|
static float game_anim_length(game_state *oldstate, game_state *newstate,
|
|
int dir, game_ui *ui)
|
|
{
|
|
int dist;
|
|
if (dir > 0)
|
|
dist = newstate->distance_moved;
|
|
else
|
|
dist = oldstate->distance_moved;
|
|
ui->anim_length = sqrt(dist) * BASE_ANIM_LENGTH;
|
|
return ui->anim_length;
|
|
}
|
|
|
|
static float game_flash_length(game_state *oldstate, game_state *newstate,
|
|
int dir, game_ui *ui)
|
|
{
|
|
if (!oldstate->dead && newstate->dead) {
|
|
ui->flashtype = FLASH_DEAD;
|
|
return FLASH_LENGTH;
|
|
} else if (oldstate->gems && !newstate->gems) {
|
|
ui->flashtype = FLASH_WIN;
|
|
return FLASH_LENGTH;
|
|
}
|
|
return 0.0F;
|
|
}
|
|
|
|
static int game_wants_statusbar(void)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static int game_timing_state(game_state *state, game_ui *ui)
|
|
{
|
|
return TRUE;
|
|
}
|
|
|
|
static void game_print_size(game_params *params, float *x, float *y)
|
|
{
|
|
}
|
|
|
|
static void game_print(drawing *dr, game_state *state, int tilesize)
|
|
{
|
|
}
|
|
|
|
#ifdef COMBINED
|
|
#define thegame inertia
|
|
#endif
|
|
|
|
const struct game thegame = {
|
|
"Inertia", "games.inertia",
|
|
default_params,
|
|
game_fetch_preset,
|
|
decode_params,
|
|
encode_params,
|
|
free_params,
|
|
dup_params,
|
|
TRUE, game_configure, custom_params,
|
|
validate_params,
|
|
new_game_desc,
|
|
validate_desc,
|
|
new_game,
|
|
dup_game,
|
|
free_game,
|
|
FALSE, solve_game,
|
|
FALSE, game_text_format,
|
|
new_ui,
|
|
free_ui,
|
|
encode_ui,
|
|
decode_ui,
|
|
game_changed_state,
|
|
interpret_move,
|
|
execute_move,
|
|
PREFERRED_TILESIZE, game_compute_size, game_set_size,
|
|
game_colours,
|
|
game_new_drawstate,
|
|
game_free_drawstate,
|
|
game_redraw,
|
|
game_anim_length,
|
|
game_flash_length,
|
|
FALSE, FALSE, game_print_size, game_print,
|
|
game_wants_statusbar,
|
|
FALSE, game_timing_state,
|
|
0, /* mouse_priorities */
|
|
};
|