chiark / gitweb /
Cleanup: it was absolutely stupid for game_wants_statusbar() to be a
[sgt-puzzles.git] / guess.c
diff --git a/guess.c b/guess.c
index 613bc590eafa505366a123d28812cccb9781dfcc..dc1248cbd4345ed91558d899dd47613b70b805af 100644 (file)
--- a/guess.c
+++ b/guess.c
@@ -212,7 +212,7 @@ static game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
 {
     if (params->ncolours < 2 || params->npegs < 2)
        return "Trivial solutions are uninteresting";
@@ -309,7 +309,7 @@ static char *validate_desc(game_params *params, char *desc)
     return NULL;
 }
 
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
 {
     game_state *state = snew(game_state);
     unsigned char *bmp;
@@ -370,7 +370,35 @@ static char *game_text_format(game_state *state)
     return NULL;
 }
 
+static int is_markable(game_params *params, pegrow pegs)
+{
+    int i, nset = 0, nrequired, ret = 0;
+    pegrow colcount = new_pegrow(params->ncolours);
+
+    nrequired = params->allow_blank ? 1 : params->npegs;
+
+    for (i = 0; i < params->npegs; i++) {
+        int c = pegs->pegs[i];
+        if (c > 0) {
+            colcount->pegs[c-1]++;
+            nset++;
+        }
+    }
+    if (nset < nrequired) goto done;
+
+    if (!params->allow_multiple) {
+        for (i = 0; i < params->ncolours; i++) {
+            if (colcount->pegs[i] > 1) goto done;
+        }
+    }
+    ret = 1;
+done:
+    free_pegrow(colcount);
+    return ret;
+}
+
 struct game_ui {
+    game_params params;
     pegrow curr_pegs; /* half-finished current move */
     int *holds;
     int colour_cur;   /* position of up-down colour picker cursor */
@@ -383,8 +411,9 @@ struct game_ui {
 
 static game_ui *new_ui(game_state *state)
 {
-    game_ui *ui = snew(struct game_ui);
-    memset(ui, 0, sizeof(struct game_ui));
+    game_ui *ui = snew(game_ui);
+    memset(ui, 0, sizeof(game_ui));
+    ui->params = state->params;        /* structure copy */
     ui->curr_pegs = new_pegrow(state->params.npegs);
     ui->holds = snewn(state->params.npegs, int);
     memset(ui->holds, 0, sizeof(int)*state->params.npegs);
@@ -399,13 +428,36 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
-char *encode_ui(game_ui *ui)
+static char *encode_ui(game_ui *ui)
 {
-    return NULL;
+    char *ret, *p, *sep;
+    int i;
+
+    /*
+     * For this game it's worth storing the contents of the current
+     * guess.
+     */
+    ret = snewn(40 * ui->curr_pegs->npegs, char);
+    p = ret;
+    sep = "";
+    for (i = 0; i < ui->curr_pegs->npegs; i++) {
+        p += sprintf(p, "%s%d", sep, ui->curr_pegs->pegs[i]);
+        sep = ",";
+    }
+    assert(p - ret < 40 * ui->curr_pegs->npegs);
+    return sresize(ret, p - ret + 1, char);
 }
 
-void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, char *encoding)
 {
+    int i;
+    char *p = encoding;
+    for (i = 0; i < ui->curr_pegs->npegs; i++) {
+        ui->curr_pegs->pegs[i] = atoi(p);
+        while (*p && isdigit((unsigned char)*p)) p++;
+        if (*p == ',') p++;
+    }
+    ui->markable = is_markable(&ui->params, ui->curr_pegs);
 }
 
 static void game_changed_state(game_ui *ui, game_state *oldstate,
@@ -477,33 +529,6 @@ struct game_drawstate {
     int drag_col, blit_ox, blit_oy;
 };
 
-static int is_markable(game_params *params, pegrow pegs)
-{
-    int i, nset = 0, nrequired, ret = 0;
-    pegrow colcount = new_pegrow(params->ncolours);
-
-    nrequired = params->allow_blank ? 1 : params->npegs;
-
-    for (i = 0; i < params->npegs; i++) {
-        int c = pegs->pegs[i];
-        if (c > 0) {
-            colcount->pegs[c-1]++;
-            nset++;
-        }
-    }
-    if (nset < nrequired) goto done;
-
-    if (!params->allow_multiple) {
-        for (i = 0; i < params->ncolours; i++) {
-            if (colcount->pegs[i] > 1) goto done;
-        }
-    }
-    ret = 1;
-done:
-    free_pegrow(colcount);
-    return ret;
-}
-
 static void set_peg(game_params *params, game_ui *ui, int peg, int col)
 {
     ui->curr_pegs->pegs[peg] = col;
@@ -612,7 +637,7 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
         } else {
             over_hint = 1;
         }
-    } else if (x >= guess_ox &&
+    } else if (x >= guess_ox && x <= (guess_ox + GUESS_W) &&
                y >= GUESS_OY && y < guess_oy) {
         over_past_guess_y = (y - GUESS_OY) / PEGOFF;
         over_past_guess_x = (x - guess_ox) / PEGOFF;
@@ -714,6 +739,10 @@ static char *interpret_move(game_state *from, game_ui *ui, game_drawstate *ds,
             set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
             ret = "";
         }
+    } else if (button == 'D' || button == 'd' || button == '\b') {
+        ui->display_cur = 1;
+        set_peg(&from->params, ui, ui->peg_cur, 0);
+        ret = "";
     } else if (button == 'H' || button == 'h') {
         ui->display_cur = 1;
         ui->holds[ui->peg_cur] = 1 - ui->holds[ui->peg_cur];
@@ -739,7 +768,8 @@ static game_state *execute_move(game_state *from, char *move)
 
        for (i = 0; i < from->solution->npegs; i++) {
            int val = atoi(p);
-           if (val <= 0 || val > from->params.ncolours) {
+           int min_colour = from->params.allow_blank? 0 : 1;
+           if (val < min_colour || val > from->params.ncolours) {
                free_game(ret);
                return NULL;
            }
@@ -776,18 +806,18 @@ static game_state *execute_move(game_state *from, char *move)
 
 #define BORDER    0.5
 
-static void game_size(game_params *params, game_drawstate *ds,
-                      int *x, int *y, int expand)
+static void game_compute_size(game_params *params, int tilesize,
+                             int *x, int *y)
 {
-    double hmul, vmul_c, vmul_g, vmul, szx, szy;
-    int sz, colh, guessh;
+    double hmul, vmul_c, vmul_g, vmul;
+    int hintw = (params->npegs+1)/2;
 
     hmul = BORDER   * 2.0 +               /* border */
            1.0      * 2.0 +               /* vertical colour bar */
            1.0      * params->npegs +     /* guess pegs */
            PEG_GAP  * params->npegs +     /* guess gaps */
-           PEG_HINT * ds->hintw +         /* hint pegs */
-           PEG_GAP  * (ds->hintw - 1);    /* hint gaps */
+           PEG_HINT * hintw +             /* hint pegs */
+           PEG_GAP  * (hintw - 1);        /* hint gaps */
 
     vmul_c = BORDER  * 2.0 +                    /* border */
              1.0     * params->ncolours +       /* colour pegs */
@@ -799,13 +829,16 @@ static void game_size(game_params *params, game_drawstate *ds,
 
     vmul = max(vmul_c, vmul_g);
 
-    szx = *x / hmul;
-    szy = *y / vmul;
-    sz = max(min((int)szx, (int)szy), 1);
-    if (expand)
-        ds->pegsz = sz;
-    else
-        ds->pegsz = min(sz, PEG_PREFER_SZ);
+    *x = (int)ceil((double)tilesize * hmul);
+    *y = (int)ceil((double)tilesize * vmul);
+}
+
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                         game_params *params, int tilesize)
+{
+    int colh, guessh;
+
+    ds->pegsz = tilesize;
 
     ds->hintsz = (int)((double)ds->pegsz * PEG_HINT);
     ds->gapsz  = (int)((double)ds->pegsz * PEG_GAP);
@@ -814,28 +847,24 @@ static void game_size(game_params *params, game_drawstate *ds,
     ds->pegrad  = (ds->pegsz -1)/2; /* radius of peg to fit in pegsz (which is 2r+1) */
     ds->hintrad = (ds->hintsz-1)/2;
 
-    *x = (int)ceil((double)ds->pegsz * hmul);
-    *y = (int)ceil((double)ds->pegsz * vmul);
-    ds->w = *x; ds->h = *y;
-
     colh = ((ds->pegsz + ds->gapsz) * params->ncolours) - ds->gapsz;
     guessh = ((ds->pegsz + ds->gapsz) * params->nguesses);      /* guesses */
     guessh += ds->gapsz + ds->pegsz;                            /* solution */
 
+    game_compute_size(params, tilesize, &ds->w, &ds->h);
     ds->colx = ds->border;
-    ds->coly = (*y - colh) / 2;
+    ds->coly = (ds->h - colh) / 2;
 
     ds->guessx = ds->solnx = ds->border + ds->pegsz * 2;     /* border + colours */
-    ds->guessy = (*y - guessh) / 2;
+    ds->guessy = (ds->h - guessh) / 2;
     ds->solny = ds->guessy + ((ds->pegsz + ds->gapsz) * params->nguesses) + ds->gapsz;
 
-    if (ds->pegsz > 0) {
-        if (ds->blit_peg) blitter_free(ds->blit_peg);
-        ds->blit_peg = blitter_new(ds->pegsz, ds->pegsz);
-    }
+    assert(ds->pegsz > 0);
+    assert(!ds->blit_peg);             /* set_size is never called twice */
+    ds->blit_peg = blitter_new(dr, ds->pegsz, ds->pegsz);
 }
 
-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), max;
     int i;
@@ -939,7 +968,7 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     return ret;
 }
 
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
     int i;
@@ -964,11 +993,11 @@ static game_drawstate *game_new_drawstate(game_state *state)
     return ds;
 }
 
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 {
     int i;
 
-    if (ds->blit_peg) blitter_free(ds->blit_peg);
+    if (ds->blit_peg) blitter_free(dr, ds->blit_peg);
     free_pegrow(ds->colours);
     free_pegrow(ds->solution);
     for (i = 0; i < ds->nguesses; i++)
@@ -977,7 +1006,7 @@ static void game_free_drawstate(game_drawstate *ds)
     sfree(ds);
 }
 
-static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
+static void draw_peg(drawing *dr, game_drawstate *ds, int cx, int cy,
                     int moving, int col)
 {
     /*
@@ -989,24 +1018,24 @@ static void draw_peg(frontend *fe, game_drawstate *ds, int cx, int cy,
      * behind it.
      */
     if (!moving)
-        draw_rect(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
+        draw_rect(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2,
                   COL_BACKGROUND);
     if (PEGRAD > 0) {
-        draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 1, COL_EMPTY + col);
-        draw_circle(fe, cx+PEGRAD, cy+PEGRAD, PEGRAD, 0, COL_EMPTY + col);
+        draw_circle(dr, cx+PEGRAD, cy+PEGRAD, PEGRAD,
+                   COL_EMPTY + col, COL_EMPTY + col);
     } else
-        draw_rect(fe, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
-    draw_update(fe, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
+        draw_rect(dr, cx, cy, PEGSZ, PEGSZ, COL_EMPTY + col);
+    draw_update(dr, cx-CGAP, cy-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
 }
 
-static void draw_cursor(frontend *fe, game_drawstate *ds, int x, int y)
+static void draw_cursor(drawing *dr, game_drawstate *ds, int x, int y)
 {
-    draw_circle(fe, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, 0, COL_CURSOR);
+    draw_circle(dr, x+PEGRAD, y+PEGRAD, PEGRAD+CGAP, -1, COL_CURSOR);
 
-    draw_update(fe, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
+    draw_update(dr, x-CGAP, y-CGAP, PEGSZ+CGAP*2, PEGSZ+CGAP*2);
 }
 
-static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
+static void guess_redraw(drawing *dr, game_drawstate *ds, int guess,
                          pegrow src, int *holds, int cur_col, int force)
 {
     pegrow dest;
@@ -1030,22 +1059,22 @@ static void guess_redraw(frontend *fe, game_drawstate *ds, int guess,
         if (holds && holds[i])
             scol |= 0x2000;
         if ((dest->pegs[i] != scol) || force) {
-           draw_peg(fe, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
+           draw_peg(dr, ds, rowx + PEGOFF * i, rowy, FALSE, scol &~ 0x3000);
             /*
              * Hold marker.
              */
-            draw_rect(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
+            draw_rect(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
                       PEGSZ, 2, (scol & 0x2000 ? COL_HOLD : COL_BACKGROUND));
-            draw_update(fe, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
+            draw_update(dr, rowx + PEGOFF * i, rowy + PEGSZ + ds->gapsz/2,
                         PEGSZ, 2);
             if (scol & 0x1000)
-                draw_cursor(fe, ds, rowx + PEGOFF * i, rowy);
+                draw_cursor(dr, ds, rowx + PEGOFF * i, rowy);
         }
         dest->pegs[i] = scol;
     }
 }
 
-static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
+static void hint_redraw(drawing *dr, game_drawstate *ds, int guess,
                         pegrow src, int force, int cursor, int markable)
 {
     pegrow dest = ds->guesses[guess];
@@ -1083,7 +1112,7 @@ static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
         hw = HINT_W+GAP*2; hh = hinth+GAP*2;
 
         /* erase a large background rectangle */
-        draw_rect(fe, hx, hy, hw, hh, COL_BACKGROUND);
+        draw_rect(dr, hx, hy, hw, hh, COL_BACKGROUND);
 
         for (i = 0; i < dest->npegs; i++) {
             scol = src ? src->feedback[i] : 0;
@@ -1100,35 +1129,34 @@ static void hint_redraw(frontend *fe, game_drawstate *ds, int guess,
                 rowy += HINTOFF;
             }
             if (HINTRAD > 0) {
-                draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 1, col);
-                draw_circle(fe, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, 0, col);
+                draw_circle(dr, rowx+HINTRAD, rowy+HINTRAD, HINTRAD, col, col);
             } else {
-                draw_rect(fe, rowx, rowy, HINTSZ, HINTSZ, col);
+                draw_rect(dr, rowx, rowy, HINTSZ, HINTSZ, col);
             }
         }
         if (cursor) {
             int x1,y1,x2,y2;
             x1 = hx + CGAP; y1 = hy + CGAP;
             x2 = hx + hw - CGAP; y2 = hy + hh - CGAP;
-            draw_line(fe, x1, y1, x2, y1, COL_CURSOR);
-            draw_line(fe, x2, y1, x2, y2, COL_CURSOR);
-            draw_line(fe, x2, y2, x1, y2, COL_CURSOR);
-            draw_line(fe, x1, y2, x1, y1, COL_CURSOR);
+            draw_line(dr, x1, y1, x2, y1, COL_CURSOR);
+            draw_line(dr, x2, y1, x2, y2, COL_CURSOR);
+            draw_line(dr, x2, y2, x1, y2, COL_CURSOR);
+            draw_line(dr, x1, y2, x1, y1, COL_CURSOR);
         }
 
-        draw_update(fe, hx, hy, hw, hh);
+        draw_update(dr, hx, hy, hw, hh);
     }
 }
 
-static void currmove_redraw(frontend *fe, game_drawstate *ds, int guess, int col)
+static void currmove_redraw(drawing *dr, game_drawstate *ds, int guess, int col)
 {
     int ox = GUESS_X(guess, 0), oy = GUESS_Y(guess, 0), off = PEGSZ/4;
 
-    draw_rect(fe, ox-off-1, oy, 2, PEGSZ, col);
-    draw_update(fe, ox-off-1, oy, 2, PEGSZ);
+    draw_rect(dr, ox-off-1, oy, 2, PEGSZ, col);
+    draw_update(dr, ox-off-1, oy, 2, PEGSZ);
 }
 
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
                        game_state *state, int dir, game_ui *ui,
                        float animtime, float flashtime)
 {
@@ -1138,15 +1166,15 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     last_go = (state->next_go == state->params.nguesses-1);
 
     if (!ds->started) {
-      draw_rect(fe, 0, 0, ds->w, ds->h, COL_BACKGROUND);
-      draw_rect(fe, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
-      draw_update(fe, 0, 0, ds->w, ds->h);
+      draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND);
+      draw_rect(dr, SOLN_OX, SOLN_OY - ds->gapsz - 1, SOLN_W, 2, COL_FRAME);
+      draw_update(dr, 0, 0, ds->w, ds->h);
     }
 
     if (ds->drag_col != 0) {
         debug(("Loading from blitter."));
-        blitter_load(fe, ds->blit_peg, ds->blit_ox, ds->blit_oy);
-        draw_update(fe, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
+        blitter_load(dr, ds->blit_peg, ds->blit_ox, ds->blit_oy);
+        draw_update(dr, ds->blit_ox, ds->blit_oy, PEGSZ, PEGSZ);
     }
 
     /* draw the colours */
@@ -1155,9 +1183,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         if (ui->display_cur && ui->colour_cur == i)
             val |= 0x1000;
         if (ds->colours->pegs[i] != val) {
-           draw_peg(fe, ds, COL_X(i), COL_Y(i), FALSE, i+1);
+           draw_peg(dr, ds, COL_X(i), COL_Y(i), FALSE, i+1);
             if (val & 0x1000)
-                draw_cursor(fe, ds, COL_X(i), COL_Y(i));
+                draw_cursor(dr, ds, COL_X(i), COL_Y(i));
             ds->colours->pegs[i] = val;
         }
     }
@@ -1166,38 +1194,38 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
     for (i = 0; i < state->params.nguesses; i++) {
         if (state->next_go > i || state->solved) {
             /* this info is stored in the game_state already */
-            guess_redraw(fe, ds, i, state->guesses[i], NULL, -1, 0);
-            hint_redraw(fe, ds, i, state->guesses[i],
+            guess_redraw(dr, ds, i, state->guesses[i], NULL, -1, 0);
+            hint_redraw(dr, ds, i, state->guesses[i],
                         i == (state->next_go-1) ? 1 : 0, FALSE, FALSE);
         } else if (state->next_go == i) {
             /* this is the one we're on; the (incomplete) guess is
              * stored in the game_ui. */
-            guess_redraw(fe, ds, i, ui->curr_pegs,
+            guess_redraw(dr, ds, i, ui->curr_pegs,
                          ui->holds, ui->display_cur ? ui->peg_cur : -1, 0);
-            hint_redraw(fe, ds, i, NULL, 1,
+            hint_redraw(dr, ds, i, NULL, 1,
                         ui->display_cur && ui->peg_cur == state->params.npegs,
                         ui->markable);
         } else {
             /* we've not got here yet; it's blank. */
-            guess_redraw(fe, ds, i, NULL, NULL, -1, 0);
-            hint_redraw(fe, ds, i, NULL, 0, FALSE, FALSE);
+            guess_redraw(dr, ds, i, NULL, NULL, -1, 0);
+            hint_redraw(dr, ds, i, NULL, 0, FALSE, FALSE);
         }
     }
 
     /* draw the 'current move' and 'able to mark' sign. */
     if (new_move)
-        currmove_redraw(fe, ds, ds->next_go, COL_BACKGROUND);
+        currmove_redraw(dr, ds, ds->next_go, COL_BACKGROUND);
     if (!state->solved)
-        currmove_redraw(fe, ds, state->next_go, COL_HOLD);
+        currmove_redraw(dr, ds, state->next_go, COL_HOLD);
 
     /* draw the solution (or the big rectangle) */
     if ((state->solved != ds->solved) || !ds->started) {
-        draw_rect(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
+        draw_rect(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
                   state->solved ? COL_BACKGROUND : COL_EMPTY);
-        draw_update(fe, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
+        draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
     }
     if (state->solved)
-        guess_redraw(fe, ds, -1, state->solution, NULL, -1, !ds->solved);
+        guess_redraw(dr, ds, -1, state->solution, NULL, -1, !ds->solved);
     ds->solved = state->solved;
 
     ds->next_go = state->next_go;
@@ -1208,8 +1236,8 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         int ox = ui->drag_x - (PEGSZ/2);
         int oy = ui->drag_y - (PEGSZ/2);
         debug(("Saving to blitter at (%d,%d)", ox, oy));
-        blitter_save(fe, ds->blit_peg, ox, oy);
-        draw_peg(fe, ds, ox, oy, TRUE, ui->drag_col);
+        blitter_save(dr, ds->blit_peg, ox, oy);
+        draw_peg(dr, ds, ox, oy, TRUE, ui->drag_col);
 
         ds->blit_ox = ox; ds->blit_oy = oy;
     }
@@ -1230,14 +1258,17 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
-static int game_wants_statusbar(void)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
-    return FALSE;
+    return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
 {
-    return TRUE;
 }
 
 #ifdef COMBINED
@@ -1268,16 +1299,17 @@ const struct game thegame = {
     game_changed_state,
     interpret_move,
     execute_move,
-    game_size,
+    PEG_PREFER_SZ, 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,
+    FALSE, FALSE, game_print_size, game_print,
+    FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,
-    0,                                /* mouse_priorities */
+    0,                                /* flags */
 };
 
 /* vim: set shiftwidth=4 tabstop=8: */