ref: f614b1be4c2c4d403f14c86cb9dea7306adf390b
dir: /engine.h/
enum
{
/* difficulty levels (how many circles are initially occupied) */
DEasy, /* 10≤x<15 */
DMed, /* 5≤x<10 */
DHard, /* 1≤x<5 */
DImp, /* 0 */
New = 0,
Undo,
Restart,
Exit,
/* dynamic? original game has a fixed grid size, but we don't need to abide by it */
SzX = 11,
SzY = 11,
Border = 3,
/* movement directions */
NE = 0,
E,
SE,
SW,
W,
NW,
/* player types */
Human = 0,
Computer,
PTrapper = 0,
PGlenda,
PEither,
Init = 0, /* setting up the map */
Start, /* game states */
Playing,
Won,
Lost,
Prev = 100,
Wall = 999,
Glenda = 1000,
Err = 0,
Ok,
};
extern int difficulty;
extern int state;
extern int turn;
extern int ptype[2]; /* Human or Computer? */
/* we maybe be able to merge all this into one bit-array */
extern int waitbit; /* 0 is go, 1 is wait */
extern int networked; /* 0 is local, 1 is networked */
extern int pside; /* Trapper, Glenda */
extern int grid[SzX][SzY];
extern int pgrid[SzX][SzY]; /* for undo */
extern int ogrid[SzX][SzY]; /* so we can restart levels */
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);
void restart(void);
void undo(void);
int checkstate(void);