* where each click toggles an overlapping set of lights.
*/
-/*
- * TODO:
- *
- * - `Solve' could mark the squares you must click to solve
- * + infrastructure change: this would mean the Solve operation
- * must receive the current game_state as well as the initial
- * one, which I've been wondering about for a while
- */
-
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
COL_RIGHT,
COL_GRID,
COL_DIAG,
+ COL_HINT,
+ COL_CURSOR,
NCOLOURS
};
struct game_state {
int w, h;
- int moves, completed;
+ int moves, completed, cheated, hints_active;
unsigned char *grid; /* array of w*h */
struct matrix *matrix;
};
sfree(params);
}
-static game_params *dup_params(game_params *params)
+static game_params *dup_params(const game_params *params)
{
game_params *ret = snew(game_params);
*ret = *params; /* structure copy */
static void decode_params(game_params *ret, char const *string)
{
ret->w = ret->h = atoi(string);
- while (*string && isdigit(*string)) string++;
+ while (*string && isdigit((unsigned char)*string)) string++;
if (*string == 'x') {
string++;
ret->h = atoi(string);
- while (*string && isdigit(*string)) string++;
+ while (*string && isdigit((unsigned char)*string)) string++;
}
if (*string == 'r') {
string++;
}
}
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
{
char data[256];
return dupstr(data);
}
-static config_item *game_configure(game_params *params)
+static config_item *game_configure(const game_params *params)
{
config_item *ret = snewn(4, config_item);
char buf[80];
return ret;
}
-static game_params *custom_params(config_item *cfg)
+static game_params *custom_params(const config_item *cfg)
{
game_params *ret = snew(game_params);
return ret;
}
-static char *validate_params(game_params *params)
+static char *validate_params(const game_params *params, int full)
{
if (params->w <= 0 || params->h <= 0)
return "Width and height must both be greater than zero";
return ret;
}
-static void decode_bitmap(unsigned char *bmp, int len, char *hex)
+static void decode_bitmap(unsigned char *bmp, int len, const char *hex)
{
int slen = (len + 3) / 4;
int i;
addsq(t, w, h, cx, cy, x, y+1, matrix);
}
-static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux, int interactive)
+static char *new_game_desc(const game_params *params, random_state *rs,
+ char **aux, int interactive)
{
int w = params->w, h = params->h, wh = w * h;
int i, j;
sprintf(ret, "%s,%s", mbmp, gbmp);
sfree(mbmp);
sfree(gbmp);
+ sfree(matrix);
+ sfree(grid);
return ret;
}
-static void game_free_aux_info(game_aux_info *aux)
-{
- assert(!"Shouldn't happen");
-}
-
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
{
int w = params->w, h = params->h, wh = w * h;
int mlen = (wh*wh+3)/4, glen = (wh+3)/4;
return NULL;
}
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+ const char *desc)
{
int w = params->w, h = params->h, wh = w * h;
int mlen = (wh*wh+3)/4;
state->w = w;
state->h = h;
state->completed = FALSE;
+ state->cheated = FALSE;
+ state->hints_active = FALSE;
state->moves = 0;
state->matrix = snew(struct matrix);
state->matrix->refcount = 1;
return state;
}
-static game_state *dup_game(game_state *state)
+static game_state *dup_game(const game_state *state)
{
game_state *ret = snew(game_state);
ret->w = state->w;
ret->h = state->h;
ret->completed = state->completed;
+ ret->cheated = state->cheated;
+ ret->hints_active = state->hints_active;
ret->moves = state->moves;
ret->matrix = state->matrix;
state->matrix->refcount++;
sfree(state);
}
-static game_state *solve_game(game_state *state, game_state *currstate,
- game_aux_info *aux, char **error)
+static void rowxor(unsigned char *row1, unsigned char *row2, int len)
{
- return NULL;
+ int i;
+ for (i = 0; i < len; i++)
+ row1[i] ^= row2[i];
}
-static char *game_text_format(game_state *state)
+static char *solve_game(const game_state *state, const game_state *currstate,
+ const char *aux, char **error)
{
- return NULL;
+ int w = state->w, h = state->h, wh = w * h;
+ unsigned char *equations, *solution, *shortest;
+ int *und, nund;
+ int rowsdone, colsdone;
+ int i, j, k, len, bestlen;
+ char *ret;
+
+ /*
+ * Set up a list of simultaneous equations. Each one is of
+ * length (wh+1) and has wh coefficients followed by a value.
+ */
+ equations = snewn((wh + 1) * wh, unsigned char);
+ for (i = 0; i < wh; i++) {
+ for (j = 0; j < wh; j++)
+ equations[i * (wh+1) + j] = currstate->matrix->matrix[j*wh+i];
+ equations[i * (wh+1) + wh] = currstate->grid[i] & 1;
+ }
+
+ /*
+ * Perform Gaussian elimination over GF(2).
+ */
+ rowsdone = colsdone = 0;
+ nund = 0;
+ und = snewn(wh, int);
+ do {
+ /*
+ * Find the leftmost column which has a 1 in it somewhere
+ * outside the first `rowsdone' rows.
+ */
+ j = -1;
+ for (i = colsdone; i < wh; i++) {
+ for (j = rowsdone; j < wh; j++)
+ if (equations[j * (wh+1) + i])
+ break;
+ if (j < wh)
+ break; /* found one */
+ /*
+ * This is a column which will not have an equation
+ * controlling it. Mark it as undetermined.
+ */
+ und[nund++] = i;
+ }
+
+ /*
+ * If there wasn't one, then we've finished: all remaining
+ * equations are of the form 0 = constant. Check to see if
+ * any of them wants 0 to be equal to 1; this is the
+ * condition which indicates an insoluble problem
+ * (therefore _hopefully_ one typed in by a user!).
+ */
+ if (i == wh) {
+ for (j = rowsdone; j < wh; j++)
+ if (equations[j * (wh+1) + wh]) {
+ *error = "No solution exists for this position";
+ sfree(equations);
+ sfree(und);
+ return NULL;
+ }
+ break;
+ }
+
+ /*
+ * We've found a 1. It's in column i, and the topmost 1 in
+ * that column is in row j. Do a row-XOR to move it up to
+ * the topmost row if it isn't already there.
+ */
+ assert(j != -1);
+ if (j > rowsdone)
+ rowxor(equations + rowsdone*(wh+1), equations + j*(wh+1), wh+1);
+
+ /*
+ * Do row-XORs to eliminate that 1 from all rows below the
+ * topmost row.
+ */
+ for (j = rowsdone + 1; j < wh; j++)
+ if (equations[j*(wh+1) + i])
+ rowxor(equations + j*(wh+1),
+ equations + rowsdone*(wh+1), wh+1);
+
+ /*
+ * Mark this row and column as done.
+ */
+ rowsdone++;
+ colsdone = i+1;
+
+ /*
+ * If we've done all the rows, terminate.
+ */
+ } while (rowsdone < wh);
+
+ /*
+ * If we reach here, we have the ability to produce a solution.
+ * So we go through _all_ possible solutions (each
+ * corresponding to a set of arbitrary choices of those
+ * components not directly determined by an equation), and pick
+ * one requiring the smallest number of flips.
+ */
+ solution = snewn(wh, unsigned char);
+ shortest = snewn(wh, unsigned char);
+ memset(solution, 0, wh);
+ bestlen = wh + 1;
+ while (1) {
+ /*
+ * Find a solution based on the current values of the
+ * undetermined variables.
+ */
+ for (j = rowsdone; j-- ;) {
+ int v;
+
+ /*
+ * Find the leftmost set bit in this equation.
+ */
+ for (i = 0; i < wh; i++)
+ if (equations[j * (wh+1) + i])
+ break;
+ assert(i < wh); /* there must have been one! */
+
+ /*
+ * Compute this variable using the rest.
+ */
+ v = equations[j * (wh+1) + wh];
+ for (k = i+1; k < wh; k++)
+ if (equations[j * (wh+1) + k])
+ v ^= solution[k];
+
+ solution[i] = v;
+ }
+
+ /*
+ * Compare this solution to the current best one, and
+ * replace the best one if this one is shorter.
+ */
+ len = 0;
+ for (i = 0; i < wh; i++)
+ if (solution[i])
+ len++;
+ if (len < bestlen) {
+ bestlen = len;
+ memcpy(shortest, solution, wh);
+ }
+
+ /*
+ * Now increment the binary number given by the
+ * undetermined variables: turn all 1s into 0s until we see
+ * a 0, at which point we turn it into a 1.
+ */
+ for (i = 0; i < nund; i++) {
+ solution[und[i]] = !solution[und[i]];
+ if (solution[und[i]])
+ break;
+ }
+
+ /*
+ * If we didn't find a 0 at any point, we have wrapped
+ * round and are back at the start, i.e. we have enumerated
+ * all solutions.
+ */
+ if (i == nund)
+ break;
+ }
+
+ /*
+ * We have a solution. Produce a move string encoding the
+ * solution.
+ */
+ ret = snewn(wh + 2, char);
+ ret[0] = 'S';
+ for (i = 0; i < wh; i++)
+ ret[i+1] = shortest[i] ? '1' : '0';
+ ret[wh+1] = '\0';
+
+ sfree(shortest);
+ sfree(solution);
+ sfree(equations);
+ sfree(und);
+
+ return ret;
}
-static game_ui *new_ui(game_state *state)
+static int game_can_format_as_text_now(const game_params *params)
+{
+ return TRUE;
+}
+
+static char *game_text_format(const game_state *state)
{
return NULL;
}
+struct game_ui {
+ int cx, cy, cdraw;
+};
+
+static game_ui *new_ui(const game_state *state)
+{
+ game_ui *ui = snew(game_ui);
+ ui->cx = ui->cy = ui->cdraw = 0;
+ return ui;
+}
+
static void free_ui(game_ui *ui)
{
+ sfree(ui);
}
-static void game_changed_state(game_ui *ui, game_state *oldstate,
- game_state *newstate)
+static char *encode_ui(const game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, const char *encoding)
+{
+}
+
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+ const game_state *newstate)
{
}
int tilesize;
};
-static game_state *make_move(game_state *from, game_ui *ui, game_drawstate *ds,
- int x, int y, int button)
+static char *interpret_move(const game_state *state, game_ui *ui,
+ const game_drawstate *ds,
+ int x, int y, int button)
{
- int w = from->w, h = from->h, wh = w * h;
- game_state *ret;
+ int w = state->w, h = state->h, wh = w * h;
+ char buf[80], *nullret = NULL;
+
+ if (button == LEFT_BUTTON || IS_CURSOR_SELECT(button)) {
+ int tx, ty;
+ if (button == LEFT_BUTTON) {
+ tx = FROMCOORD(x), ty = FROMCOORD(y);
+ ui->cdraw = 0;
+ } else {
+ tx = ui->cx; ty = ui->cy;
+ ui->cdraw = 1;
+ }
+ nullret = "";
- if (button == LEFT_BUTTON) {
- int tx = FROMCOORD(x), ty = FROMCOORD(y);
if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
- int i, j, done;
+ /*
+ * It's just possible that a manually entered game ID
+ * will have at least one square do nothing whatsoever.
+ * If so, we avoid encoding a move at all.
+ */
+ int i = ty*w+tx, j, makemove = FALSE;
+ for (j = 0; j < wh; j++) {
+ if (state->matrix->matrix[i*wh+j])
+ makemove = TRUE;
+ }
+ if (makemove) {
+ sprintf(buf, "M%d,%d", tx, ty);
+ return dupstr(buf);
+ } else {
+ return NULL;
+ }
+ }
+ }
+ else if (IS_CURSOR_MOVE(button)) {
+ int dx = 0, dy = 0;
+ switch (button) {
+ case CURSOR_UP: dy = -1; break;
+ case CURSOR_DOWN: dy = 1; break;
+ case CURSOR_RIGHT: dx = 1; break;
+ case CURSOR_LEFT: dx = -1; break;
+ default: assert(!"shouldn't get here");
+ }
+ ui->cx += dx; ui->cy += dy;
+ ui->cx = min(max(ui->cx, 0), state->w - 1);
+ ui->cy = min(max(ui->cy, 0), state->h - 1);
+ ui->cdraw = 1;
+ nullret = "";
+ }
- ret = dup_game(from);
+ return nullret;
+}
+
+static game_state *execute_move(const game_state *from, const char *move)
+{
+ int w = from->w, h = from->h, wh = w * h;
+ game_state *ret;
+ int x, y;
+
+ if (move[0] == 'S' && strlen(move) == wh+1) {
+ int i;
+
+ ret = dup_game(from);
+ ret->hints_active = TRUE;
+ ret->cheated = TRUE;
+ for (i = 0; i < wh; i++) {
+ ret->grid[i] &= ~2;
+ if (move[i+1] != '0')
+ ret->grid[i] |= 2;
+ }
+ return ret;
+ } else if (move[0] == 'M' &&
+ sscanf(move+1, "%d,%d", &x, &y) == 2 &&
+ x >= 0 && x < w && y >= 0 && y < h) {
+ int i, j, done;
- if (!ret->completed)
- ret->moves++;
+ ret = dup_game(from);
- i = ty * w + tx;
+ if (!ret->completed)
+ ret->moves++;
- done = TRUE;
- for (j = 0; j < wh; j++) {
- ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
- if (ret->grid[j] & 1)
- done = FALSE;
- }
- if (done)
- ret->completed = TRUE;
+ i = y * w + x;
- return ret;
- }
- }
+ done = TRUE;
+ for (j = 0; j < wh; j++) {
+ ret->grid[j] ^= ret->matrix->matrix[i*wh+j];
+ if (ret->grid[j] & 1)
+ done = FALSE;
+ }
+ ret->grid[i] ^= 2; /* toggle hint */
+ if (done) {
+ ret->completed = TRUE;
+ ret->hints_active = FALSE;
+ }
- return NULL;
+ return ret;
+ } else
+ return NULL; /* can't parse move string */
}
/* ----------------------------------------------------------------------
* Drawing routines.
*/
-static void game_size(game_params *params, game_drawstate *ds,
- int *x, int *y, int expand)
+static void game_compute_size(const game_params *params, int tilesize,
+ int *x, int *y)
{
- int tsx, tsy, ts;
- /*
- * Each window dimension equals the tile size times one more
- * than the grid dimension (the border is half the width of the
- * tiles).
- */
- tsx = *x / (params->w + 1);
- tsy = *y / (params->h + 1);
- ts = min(tsx, tsy);
- if (expand)
- ds->tilesize = ts;
- else
- ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+ /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+ struct { int tilesize; } ads, *ds = &ads;
+ ads.tilesize = tilesize;
*x = TILE_SIZE * params->w + 2 * BORDER;
*y = TILE_SIZE * params->h + 2 * BORDER;
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+ const game_params *params, int tilesize)
+{
+ ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
ret[COL_DIAG * 3 + 1] = ret[COL_GRID * 3 + 1];
ret[COL_DIAG * 3 + 2] = ret[COL_GRID * 3 + 2];
+ ret[COL_HINT * 3 + 0] = 1.0F;
+ ret[COL_HINT * 3 + 1] = 0.0F;
+ ret[COL_HINT * 3 + 2] = 0.0F;
+
+ ret[COL_CURSOR * 3 + 0] = 0.8F;
+ ret[COL_CURSOR * 3 + 1] = 0.0F;
+ ret[COL_CURSOR * 3 + 2] = 0.0F;
+
*ncolours = NCOLOURS;
return ret;
}
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
{
struct game_drawstate *ds = snew(struct game_drawstate);
int i;
return ds;
}
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
{
sfree(ds->tiles);
sfree(ds);
}
-static void draw_tile(frontend *fe, game_drawstate *ds,
- game_state *state, int x, int y, int tile, int anim,
- float animtime)
+static void draw_tile(drawing *dr, game_drawstate *ds, const game_state *state,
+ int x, int y, int tile, int anim, float animtime)
{
int w = ds->w, h = ds->h, wh = w * h;
int bx = x * TILE_SIZE + BORDER, by = y * TILE_SIZE + BORDER;
- int i, j;
+ int i, j, dcol = (tile & 4) ? COL_CURSOR : COL_DIAG;
- clip(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
+ clip(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
- draw_rect(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
+ draw_rect(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1,
anim ? COL_BACKGROUND : tile & 1 ? COL_WRONG : COL_RIGHT);
if (anim) {
/*
coords[0] = bx + TILE_SIZE;
coords[1] = by;
- coords[2] = bx + TILE_SIZE * animtime;
- coords[3] = by + TILE_SIZE * animtime;
+ coords[2] = bx + (int)((float)TILE_SIZE * animtime);
+ coords[3] = by + (int)((float)TILE_SIZE * animtime);
coords[4] = bx;
coords[5] = by + TILE_SIZE;
- coords[6] = bx + TILE_SIZE - TILE_SIZE * animtime;
- coords[7] = by + TILE_SIZE - TILE_SIZE * animtime;
+ coords[6] = bx + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
+ coords[7] = by + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
colour = (tile & 1 ? COL_WRONG : COL_RIGHT);
if (animtime < 0.5)
colour = COL_WRONG + COL_RIGHT - colour;
- draw_polygon(fe, coords, 4, TRUE, colour);
- draw_polygon(fe, coords, 4, FALSE, COL_GRID);
+ draw_polygon(dr, coords, 4, colour, COL_GRID);
}
/*
int cx = (bx + TILE_SIZE/2) + (2 * ox - 1) * td;
int cy = (by + TILE_SIZE/2) + (2 * oy - 1) * td;
if (ox == 0 && oy == 0)
- draw_rect(fe, cx, cy, 2*td+1, 2*td+1, COL_DIAG);
+ draw_rect(dr, cx, cy, 2*td+1, 2*td+1, dcol);
else {
- draw_line(fe, cx, cy, cx+2*td, cy, COL_DIAG);
- draw_line(fe, cx, cy+2*td, cx+2*td, cy+2*td, COL_DIAG);
- draw_line(fe, cx, cy, cx, cy+2*td, COL_DIAG);
- draw_line(fe, cx+2*td, cy, cx+2*td, cy+2*td, COL_DIAG);
+ draw_line(dr, cx, cy, cx+2*td, cy, dcol);
+ draw_line(dr, cx, cy+2*td, cx+2*td, cy+2*td, dcol);
+ draw_line(dr, cx, cy, cx, cy+2*td, dcol);
+ draw_line(dr, cx+2*td, cy, cx+2*td, cy+2*td, dcol);
}
}
- unclip(fe);
+ /*
+ * Draw a hint rectangle if required.
+ */
+ if (tile & 2) {
+ int x1 = bx + TILE_SIZE / 20, x2 = bx + TILE_SIZE - TILE_SIZE / 20;
+ int y1 = by + TILE_SIZE / 20, y2 = by + TILE_SIZE - TILE_SIZE / 20;
+ int i = 3;
+ while (i--) {
+ draw_line(dr, x1, y1, x2, y1, COL_HINT);
+ draw_line(dr, x1, y2, x2, y2, COL_HINT);
+ draw_line(dr, x1, y1, x1, y2, COL_HINT);
+ draw_line(dr, x2, y1, x2, y2, COL_HINT);
+ x1++, y1++, x2--, y2--;
+ }
+ }
+
+ unclip(dr);
- draw_update(fe, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
+ draw_update(dr, bx+1, by+1, TILE_SIZE-1, TILE_SIZE-1);
}
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, int dir, game_ui *ui,
- float animtime, float flashtime)
+static void game_redraw(drawing *dr, game_drawstate *ds,
+ const game_state *oldstate, const game_state *state,
+ int dir, const game_ui *ui,
+ float animtime, float flashtime)
{
int w = ds->w, h = ds->h, wh = w * h;
int i, flashframe;
if (!ds->started) {
- draw_rect(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
+ draw_rect(dr, 0, 0, TILE_SIZE * w + 2 * BORDER,
TILE_SIZE * h + 2 * BORDER, COL_BACKGROUND);
/*
* Draw the grid lines.
*/
for (i = 0; i <= w; i++)
- draw_line(fe, i * TILE_SIZE + BORDER, BORDER,
+ draw_line(dr, i * TILE_SIZE + BORDER, BORDER,
i * TILE_SIZE + BORDER, h * TILE_SIZE + BORDER,
COL_GRID);
for (i = 0; i <= h; i++)
- draw_line(fe, BORDER, i * TILE_SIZE + BORDER,
+ draw_line(dr, BORDER, i * TILE_SIZE + BORDER,
w * TILE_SIZE + BORDER, i * TILE_SIZE + BORDER,
COL_GRID);
- draw_update(fe, 0, 0, TILE_SIZE * w + 2 * BORDER,
+ draw_update(dr, 0, 0, TILE_SIZE * w + 2 * BORDER,
TILE_SIZE * h + 2 * BORDER);
ds->started = TRUE;
}
if (flashtime)
- flashframe = flashtime / FLASH_FRAME;
+ flashframe = (int)(flashtime / FLASH_FRAME);
else
flashframe = -1;
v &= ~1;
}
- if (oldstate && state->grid[i] != oldstate->grid[i])
+ if (!state->hints_active)
+ v &= ~2;
+ if (ui->cdraw && ui->cx == x && ui->cy == y)
+ v |= 4;
+
+ if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) &~ 2))
vv = 255; /* means `animated' */
else
vv = v;
if (ds->tiles[i] == 255 || vv == 255 || ds->tiles[i] != vv) {
- draw_tile(fe, ds, state, x, y, v, vv == 255, animtime);
+ draw_tile(dr, ds, state, x, y, v, vv == 255, animtime);
ds->tiles[i] = vv;
}
}
{
char buf[256];
- sprintf(buf, "%sMoves: %d", state->completed ? "COMPLETED! " : "",
+ sprintf(buf, "%sMoves: %d",
+ (state->completed ?
+ (state->cheated ? "Auto-solved. " : "COMPLETED! ") :
+ (state->cheated ? "Auto-solver used. " : "")),
state->moves);
- status_bar(fe, buf);
+ status_bar(dr, buf);
}
}
-static float game_anim_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_anim_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
return ANIM_TIME;
}
-static float game_flash_length(game_state *oldstate, game_state *newstate,
- int dir, game_ui *ui)
+static float game_flash_length(const game_state *oldstate,
+ const game_state *newstate, int dir, game_ui *ui)
{
if (!oldstate->completed && newstate->completed)
return FLASH_FRAME * (max((newstate->w+1)/2, (newstate->h+1)/2)+1);
return 0.0F;
}
-static int game_wants_statusbar(void)
+static int game_status(const game_state *state)
{
- return TRUE;
+ return state->completed ? +1 : 0;
}
-static int game_timing_state(game_state *state)
+static int game_timing_state(const game_state *state, game_ui *ui)
{
return TRUE;
}
+static void game_print_size(const game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, const game_state *state, int tilesize)
+{
+}
+
#ifdef COMBINED
#define thegame flip
#endif
const struct game thegame = {
- "Flip", NULL,
+ "Flip", "games.flip", "flip",
default_params,
game_fetch_preset,
decode_params,
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
free_game,
- FALSE, solve_game,
- FALSE, game_text_format,
+ TRUE, solve_game,
+ FALSE, game_can_format_as_text_now, game_text_format,
new_ui,
free_ui,
+ encode_ui,
+ decode_ui,
game_changed_state,
- make_move,
- game_size,
+ interpret_move,
+ execute_move,
+ PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
game_colours,
game_new_drawstate,
game_free_drawstate,
game_redraw,
game_anim_length,
game_flash_length,
- game_wants_statusbar,
+ game_status,
+ FALSE, FALSE, game_print_size, game_print,
+ TRUE, /* wants_statusbar */
FALSE, game_timing_state,
- 0, /* mouse_priorities */
+ 0, /* flags */
};