ref: f3f7c15067fcc8db0b673df47a9bc7caccaad525
dir: /doc/glendy2.man/
.TH GLENDY 2 .SH NAME initlevel, pointdir, movedir, domove, doput, findglenda, checknext, score1, clac, nextglenda, restart, undo, checkstate \- libglendy functions .SH SYNOPSIS .EX .sp 0.3v #include "engine.h" enum { /* difficulty levels (walls on the map) */ DEasy, /* 10≤x<15 */ DMed, /* 5≤x<10 */ DHard, /* 1≤x<5 */ DImp, /* 0 */ /* map size */ SzX = 11, SzY = 11, /* movement directions */ NE, E, SE, SW, W, NW, /* player types */ Human = 0, Computer, Net, /* state of a game */ Init = 0, Start, Playing, Won, Lost, /* elements on the map */ Prev = 100, /* glenda's previous location */ Wall = 999, Glenda = 1000, Err = 0, Ok, }; void initlevel(void); Point movedir(int dir, Point p); int pointdir(Point src, Point dst); int domove(int dir); int doput(Point p); Point findglenda(void); int checknext(int dir, Point p); int score1(Point p); void calc(void); void nextglenda(void); int findmin(void); int checkstate(void); void restart(void); void undo(void); .SH DESCRIPTION These library provides functions to deal with .I glendy game logic and make writing clients and servers easier. .I initlevel sets up the map with glenda always on middle and amount of walls based on .I difficulity variable, .TP 10 .B DEasy 10 ≤ x ≤ 15 .TP 10 .B DMed 5 ≤ x ≤ 10 .TP 10 .B Dhard 1 ≤ x ≤ 5 .TP 10 .B DImp x = 0 .PP where .B x is amount of walls, chosen randomly. .PP .I movedir function returns the point .I p after being moved in .I dir direction, or .B {-1, -1} in case of invalid input. .I pointdir is the reverse of .I movedir function, returning what direction .I src needs to be moved to reach .I dst or .B Err if it can't be reached in one move. .I domove and .I doput are used by clients to handle actions for glenda and trapper (the player who puts the walls). they returns .B Wall and .B Glenda if the cell is not empty. .PP .I findglenda returns first cell which has .B Glenda inside. .I checknext is a depracated varient of .I pointdir. .PP .I score1 , .I calc and .I nextglenda Score1 calculates how many turns would it take to reach the edge from a specifc point in grid. Calc sets the score of whole map, and nextglenda makes a move based on shortest path. if there are two (or more) equally short paths, it will pick one randomly. .PP .I restart reverts grid layout to .B ogrid and sets turn to 0. .I undo undos to last move done by tapper, sets to .B turn - 2. it's expected to be buggy, and only works once. (further calls to .I undo reverts the map to orignal state before first call of undo.)