ret[0].name = "Width";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->w);
- ret[0].sval = dupstr(buf);
- ret[0].ival = 0;
+ ret[0].u.string.sval = dupstr(buf);
ret[1].name = "Height";
ret[1].type = C_STRING;
sprintf(buf, "%d", params->h);
- ret[1].sval = dupstr(buf);
- ret[1].ival = 0;
+ ret[1].u.string.sval = dupstr(buf);
ret[2].name = "Difficulty";
ret[2].type = C_CHOICES;
- ret[2].sval = DIFFCONFIG;
- ret[2].ival = params->difficulty;
+ ret[2].u.choices.choicenames = DIFFCONFIG;
+ ret[2].u.choices.selected = params->difficulty;
ret[3].name = "Allow unsoluble";
ret[3].type = C_BOOLEAN;
- ret[3].sval = NULL;
- ret[3].ival = params->nosolve;
+ ret[3].u.boolean.bval = params->nosolve;
ret[4].name = NULL;
ret[4].type = C_END;
- ret[4].sval = NULL;
- ret[4].ival = 0;
return ret;
}
{
game_params *ret = snew(game_params);
- ret->w = atoi(cfg[0].sval);
- ret->h = atoi(cfg[1].sval);
- ret->difficulty = cfg[2].ival;
- ret->nosolve = cfg[3].ival;
+ ret->w = atoi(cfg[0].u.string.sval);
+ ret->h = atoi(cfg[1].u.string.sval);
+ ret->difficulty = cfg[2].u.choices.selected;
+ ret->nosolve = cfg[3].u.boolean.bval;
return ret;
}
-static char *validate_params(const game_params *params, int full)
+static const char *validate_params(const game_params *params, int full)
{
if (params->w < 5) return "Width must be at least five";
if (params->h < 5) return "Height must be at least five";
return desc;
}
-static char *validate_desc(const game_params *params, const char *desc)
+static const char *validate_desc(const game_params *params, const char *desc)
{
int i, sizesofar;
const int totalsize = params->w * params->h;
}
static char *solve_game(const game_state *state, const game_state *currstate,
- const char *aux, char **error)
+ const char *aux, const char **error)
{
game_state *solved = dup_game(state);
int i, ret, sz = state->shared->sz;
char ch = primary ? 'F' : 'M', *other;
- if (!INGRID(state, x, y) || !INGRID(state, x2, y2)) return "";
+ if (!INGRID(state, x, y) || !INGRID(state, x2, y2)) return UI_UPDATE;
/* disallow laying a mark over a line, or vice versa. */
other = primary ? state->marks : state->lines;
- if (other[y*w+x] & dir || other[y2*w+x2] & dir2) return "";
+ if (other[y*w+x] & dir || other[y2*w+x2] & dir2) return UI_UPDATE;
sprintf(buf, "%c%d,%d,%d;%c%d,%d,%d", ch, dir, x, y, ch, dir2, x2, y2);
return dupstr(buf);
ui->dragcoords[0] = gy * w + gx;
ui->ndragcoords = 0; /* will be 1 once drag is confirmed */
- return "";
+ return UI_UPDATE;
}
if (button == LEFT_DRAG && ui->ndragcoords >= 0) {
update_ui_drag(state, ui, gx, gy);
- return "";
+ return UI_UPDATE;
}
if (IS_MOUSE_RELEASE(button)) release = TRUE;
if (ui->ndragcoords >= 0)
update_ui_drag(state, ui, ui->curx, ui->cury);
}
- return "";
+ return UI_UPDATE;
}
if (IS_CURSOR_SELECT(button)) {
if (!ui->cursor_active) {
ui->cursor_active = TRUE;
- return "";
+ return UI_UPDATE;
} else if (button == CURSOR_SELECT) {
if (ui->ndragcoords == -1) {
ui->ndragcoords = 0;
ui->dragcoords[0] = ui->cury * w + ui->curx;
ui->clickx = CENTERED_COORD(ui->curx);
ui->clicky = CENTERED_COORD(ui->cury);
- return "";
+ return UI_UPDATE;
} else release = TRUE;
} else if (button == CURSOR_SELECT2 && ui->ndragcoords >= 0) {
ui->ndragcoords = -1;
- return "";
+ return UI_UPDATE;
}
}
if (button == 27 || button == '\b') {
ui->ndragcoords = -1;
- return "";
+ return UI_UPDATE;
}
if (release) {
ui->ndragcoords = -1;
- return buf ? buf : "";
+ return buf ? buf : UI_UPDATE;
} else if (ui->ndragcoords == 0) {
/* Click (or tiny drag). Work out which edge we were
* closest to. */
cx = CENTERED_COORD(gx);
cy = CENTERED_COORD(gy);
- if (!INGRID(state, gx, gy)) return "";
+ if (!INGRID(state, gx, gy)) return UI_UPDATE;
if (max(abs(x-cx),abs(y-cy)) < TILE_SIZE/4) {
/* TODO closer to centre of grid: process as a cell click not an edge click. */
- return "";
+ return UI_UPDATE;
} else {
int direction;
if (abs(x-cx) < abs(y-cy)) {
game_params *p = NULL;
random_state *rs = NULL;
time_t seed = time(NULL);
- char *id = NULL, *err;
+ char *id = NULL;
+ const char *err;
setvbuf(stdout, NULL, _IONBF, 0);