chiark / gitweb /
Fix completion checking in Killer Solo.
[sgt-puzzles.git] / cube.c
diff --git a/cube.c b/cube.c
index 8270f1beffcb8d15d42643cb989b64d1d034db3f..c22e29962a85bdf5d38fe1f62063c0784dae606a 100644 (file)
--- a/cube.c
+++ b/cube.c
@@ -179,7 +179,6 @@ struct grid_square {
     float points[8];                   /* maximum */
     int directions[8];                 /* bit masks showing point pairs */
     int flip;
-    int blue;
     int tetra_class;
 };
 
@@ -195,12 +194,25 @@ struct game_params {
     int d1, d2;
 };
 
+typedef struct game_grid game_grid;
+struct game_grid {
+    int refcount;
+    struct grid_square *squares;
+    int nsquares;
+};
+
+#define SET_SQUARE(state, i, val) \
+    ((state)->bluemask[(i)/32] &= ~(1 << ((i)%32)), \
+     (state)->bluemask[(i)/32] |= ((!!val) << ((i)%32)))
+#define GET_SQUARE(state, i) \
+    (((state)->bluemask[(i)/32] >> ((i)%32)) & 1)
+
 struct game_state {
     struct game_params params;
     const struct solid *solid;
     int *facecolours;
-    struct grid_square *squares;
-    int nsquares;
+    game_grid *grid;
+    unsigned long *bluemask;
     int current;                       /* index of current grid square */
     int sgkey[2];                      /* key-point indices into grid sq */
     int dgkey[2];                      /* key-point indices into grid sq */
@@ -268,7 +280,7 @@ static void free_params(game_params *params)
     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 */
@@ -292,7 +304,7 @@ static void decode_params(game_params *ret, char const *string)
     }
 }
 
-static char *encode_params(game_params *params, int full)
+static char *encode_params(const game_params *params, int full)
 {
     char data[256];
 
@@ -303,7 +315,8 @@ static char *encode_params(game_params *params, int full)
 }
 typedef void (*egc_callback)(void *, struct grid_square *);
 
-static void enum_grid_squares(game_params *params, egc_callback callback, void *ctx)
+static void enum_grid_squares(const game_params *params, egc_callback callback,
+                              void *ctx)
 {
     const struct solid *solid = solids[params->solid];
 
@@ -469,7 +482,7 @@ static int grid_area(int d1, int d2, int order)
         return d1*d1 + d2*d2 + 4*d1*d2;
 }
 
-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];
@@ -499,7 +512,7 @@ static config_item *game_configure(game_params *params)
     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);
 
@@ -525,7 +538,7 @@ static void count_grid_square_callback(void *ctx, struct grid_square *sq)
     classes[thisclass]++;
 }
 
-static char *validate_params(game_params *params, int full)
+static char *validate_params(const game_params *params, int full)
 {
     int classes[5];
     int i;
@@ -585,7 +598,7 @@ static void classify_grid_square_callback(void *ctx, struct grid_square *sq)
        data->squareindex++;
 }
 
-static char *new_game_desc(game_params *params, random_state *rs,
+static char *new_game_desc(const game_params *params, random_state *rs,
                           char **aux, int interactive)
 {
     struct grid_data data;
@@ -689,11 +702,9 @@ static char *new_game_desc(game_params *params, random_state *rs,
 
 static void add_grid_square_callback(void *ctx, struct grid_square *sq)
 {
-    game_state *state = (game_state *)ctx;
+    game_grid *grid = (game_grid *)ctx;
 
-    state->squares[state->nsquares] = *sq;   /* structure copy */
-    state->squares[state->nsquares].blue = FALSE;
-    state->nsquares++;
+    grid->squares[grid->nsquares++] = *sq;   /* structure copy */
 }
 
 static int lowest_face(const struct solid *solid)
@@ -835,7 +846,7 @@ static struct solid *transform_poly(const struct solid *solid, int flip,
     return ret;
 }
 
-static char *validate_desc(game_params *params, char *desc)
+static char *validate_desc(const game_params *params, const char *desc)
 {
     int area = grid_area(params->d1, params->d2, solids[params->solid]->order);
     int i, j;
@@ -863,8 +874,10 @@ static char *validate_desc(game_params *params, char *desc)
     return NULL;
 }
 
-static game_state *new_game(midend *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, const game_params *params,
+                            const char *desc)
 {
+    game_grid *grid = snew(game_grid);
     game_state *state = snew(game_state);
     int area;
 
@@ -872,25 +885,31 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     state->solid = solids[params->solid];
 
     area = grid_area(params->d1, params->d2, state->solid->order);
-    state->squares = snewn(area, struct grid_square);
-    state->nsquares = 0;
-    enum_grid_squares(params, add_grid_square_callback, state);
-    assert(state->nsquares == area);
+    grid->squares = snewn(area, struct grid_square);
+    grid->nsquares = 0;
+    enum_grid_squares(params, add_grid_square_callback, grid);
+    assert(grid->nsquares == area);
+    state->grid = grid;
+    grid->refcount = 1;
 
     state->facecolours = snewn(state->solid->nfaces, int);
     memset(state->facecolours, 0, state->solid->nfaces * sizeof(int));
 
+    state->bluemask = snewn((state->grid->nsquares + 31) / 32, unsigned long);
+    memset(state->bluemask, 0, (state->grid->nsquares + 31) / 32 *
+          sizeof(unsigned long));
+
     /*
      * Set up the blue squares and polyhedron position according to
      * the game description.
      */
     {
-       char *p = desc;
+       const char *p = desc;
        int i, j, v;
 
        j = 8;
        v = 0;
-       for (i = 0; i < state->nsquares; i++) {
+       for (i = 0; i < state->grid->nsquares; i++) {
            if (j == 8) {
                v = *p++;
                if (v >= '0' && v <= '9')
@@ -903,7 +922,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
                    break;
            }
            if (v & j)
-               state->squares[i].blue = TRUE;
+               SET_SQUARE(state, i, TRUE);
            j >>= 1;
            if (j == 0)
                j = 8;
@@ -913,7 +932,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
            p++;
 
        state->current = atoi(p);
-       if (state->current < 0 || state->current >= state->nsquares)
+       if (state->current < 0 || state->current >= state->grid->nsquares)
            state->current = 0;        /* got to do _something_ */
     }
 
@@ -925,7 +944,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
         int pkey[4];
         int ret;
 
-        ret = align_poly(state->solid, &state->squares[state->current], pkey);
+        ret = align_poly(state->solid, &state->grid->squares[state->current], pkey);
         assert(ret);
 
         state->dpkey[0] = state->spkey[0] = pkey[0];
@@ -942,7 +961,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
     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);
 
@@ -951,11 +970,12 @@ static game_state *dup_game(game_state *state)
     ret->facecolours = snewn(ret->solid->nfaces, int);
     memcpy(ret->facecolours, state->facecolours,
            ret->solid->nfaces * sizeof(int));
-    ret->nsquares = state->nsquares;
     ret->current = state->current;
-    ret->squares = snewn(ret->nsquares, struct grid_square);
-    memcpy(ret->squares, state->squares,
-           ret->nsquares * sizeof(struct grid_square));
+    ret->grid = state->grid;
+    ret->grid->refcount++;
+    ret->bluemask = snewn((ret->grid->nsquares + 31) / 32, unsigned long);
+    memcpy(ret->bluemask, state->bluemask, (ret->grid->nsquares + 31) / 32 *
+          sizeof(unsigned long));
     ret->dpkey[0] = state->dpkey[0];
     ret->dpkey[1] = state->dpkey[1];
     ret->dgkey[0] = state->dgkey[0];
@@ -974,23 +994,32 @@ static game_state *dup_game(game_state *state)
 
 static void free_game(game_state *state)
 {
-    sfree(state->squares);
+    if (--state->grid->refcount <= 0) {
+       sfree(state->grid->squares);
+       sfree(state->grid);
+    }
+    sfree(state->bluemask);
     sfree(state->facecolours);
     sfree(state);
 }
 
-static char *solve_game(game_state *state, game_state *currstate,
-                       char *aux, char **error)
+static char *solve_game(const game_state *state, const game_state *currstate,
+                        const char *aux, char **error)
 {
     return NULL;
 }
 
-static char *game_text_format(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;
 }
 
-static game_ui *new_ui(game_state *state)
+static game_ui *new_ui(const game_state *state)
 {
     return NULL;
 }
@@ -999,17 +1028,17 @@ static void free_ui(game_ui *ui)
 {
 }
 
-static char *encode_ui(game_ui *ui)
+static char *encode_ui(const game_ui *ui)
 {
     return NULL;
 }
 
-static void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, const char *encoding)
 {
 }
 
-static void game_changed_state(game_ui *ui, game_state *oldstate,
-                               game_state *newstate)
+static void game_changed_state(game_ui *ui, const game_state *oldstate,
+                               const game_state *newstate)
 {
 }
 
@@ -1021,7 +1050,7 @@ struct game_drawstate {
 /*
  * Code shared between interpret_move() and execute_move().
  */
-static int find_move_dest(game_state *from, int direction,
+static int find_move_dest(const game_state *from, int direction,
                          int *skey, int *dkey)
 {
     int mask, dest, i, j;
@@ -1031,13 +1060,13 @@ static int find_move_dest(game_state *from, int direction,
      * Find the two points in the current grid square which
      * correspond to this move.
      */
-    mask = from->squares[from->current].directions[direction];
+    mask = from->grid->squares[from->current].directions[direction];
     if (mask == 0)
         return -1;
-    for (i = j = 0; i < from->squares[from->current].npoints; i++)
+    for (i = j = 0; i < from->grid->squares[from->current].npoints; i++)
         if (mask & (1 << i)) {
-            points[j*2] = from->squares[from->current].points[i*2];
-            points[j*2+1] = from->squares[from->current].points[i*2+1];
+            points[j*2] = from->grid->squares[from->current].points[i*2];
+            points[j*2+1] = from->grid->squares[from->current].points[i*2+1];
             skey[j] = i;
             j++;
         }
@@ -1048,18 +1077,18 @@ static int find_move_dest(game_state *from, int direction,
      * This is our move destination.
      */
     dest = -1;
-    for (i = 0; i < from->nsquares; i++)
+    for (i = 0; i < from->grid->nsquares; i++)
         if (i != from->current) {
             int match = 0;
             float dist;
 
-            for (j = 0; j < from->squares[i].npoints; j++) {
-                dist = (SQ(from->squares[i].points[j*2] - points[0]) +
-                        SQ(from->squares[i].points[j*2+1] - points[1]));
+            for (j = 0; j < from->grid->squares[i].npoints; j++) {
+                dist = (SQ(from->grid->squares[i].points[j*2] - points[0]) +
+                        SQ(from->grid->squares[i].points[j*2+1] - points[1]));
                 if (dist < 0.1)
                     dkey[match++] = j;
-                dist = (SQ(from->squares[i].points[j*2] - points[2]) +
-                        SQ(from->squares[i].points[j*2+1] - points[3]));
+                dist = (SQ(from->grid->squares[i].points[j*2] - points[2]) +
+                        SQ(from->grid->squares[i].points[j*2+1] - points[3]));
                 if (dist < 0.1)
                     dkey[match++] = j;
             }
@@ -1073,8 +1102,9 @@ static int find_move_dest(game_state *from, int direction,
     return dest;
 }
 
-static char *interpret_move(game_state *state, 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 direction, mask, i;
     int skey[2], dkey[2];
@@ -1110,8 +1140,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
         int cx, cy;
         double angle;
 
-        cx = state->squares[state->current].x * GRID_SCALE + ds->ox;
-        cy = state->squares[state->current].y * GRID_SCALE + ds->oy;
+        cx = (int)(state->grid->squares[state->current].x * GRID_SCALE) + ds->ox;
+        cy = (int)(state->grid->squares[state->current].y * GRID_SCALE) + ds->oy;
 
         if (x == cx && y == cy)
             return NULL;               /* clicked in exact centre!  */
@@ -1136,7 +1166,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
          * x-axis, not anticlockwise as most mathematicians would
          * instinctively assume.
          */
-        if (state->squares[state->current].npoints == 4) {
+        if (state->grid->squares[state->current].npoints == 4) {
             /* Square. */
             if (fabs(angle) > 3*PI/4)
                 direction = LEFT;
@@ -1146,7 +1176,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
                 direction = DOWN;
             else
                 direction = UP;
-        } else if (state->squares[state->current].directions[UP] == 0) {
+        } else if (state->grid->squares[state->current].directions[UP] == 0) {
             /* Up-pointing triangle. */
             if (angle < -PI/2 || angle > 5*PI/6)
                 direction = LEFT;
@@ -1156,7 +1186,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
                 direction = RIGHT;
         } else {
             /* Down-pointing triangle. */
-            assert(state->squares[state->current].directions[DOWN] == 0);
+            assert(state->grid->squares[state->current].directions[DOWN] == 0);
             if (angle > PI/2 || angle < -5*PI/6)
                 direction = LEFT;
             else if (angle < -PI/6)
@@ -1167,7 +1197,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
     } else
         return NULL;
 
-    mask = state->squares[state->current].directions[direction];
+    mask = state->grid->squares[state->current].directions[direction];
     if (mask == 0)
         return NULL;
 
@@ -1176,7 +1206,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
      */
     if (direction > DOWN) {
        for (i = LEFT; i <= DOWN; i++)
-           if (state->squares[state->current].directions[i] == mask) {
+           if (state->grid->squares[state->current].directions[i] == mask) {
                direction = i;
                break;
            }
@@ -1194,7 +1224,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
     return NULL;                      /* should never happen */
 }
 
-static game_state *execute_move(game_state *from, char *move)
+static game_state *execute_move(const game_state *from, const char *move)
 {
     game_state *ret;
     float angle;
@@ -1232,7 +1262,7 @@ static game_state *execute_move(game_state *from, char *move)
      */
     {
         int all_pkey[4];
-        align_poly(from->solid, &from->squares[from->current], all_pkey);
+        align_poly(from->solid, &from->grid->squares[from->current], all_pkey);
         pkey[0] = all_pkey[skey[0]];
         pkey[1] = all_pkey[skey[1]];
         /*
@@ -1292,19 +1322,19 @@ static game_state *execute_move(game_state *from, char *move)
             angle = -angle;            /* HACK */
 
         poly = transform_poly(from->solid,
-                              from->squares[from->current].flip,
+                              from->grid->squares[from->current].flip,
                               pkey[0], pkey[1], angle);
-        flip_poly(poly, from->squares[ret->current].flip);
-        success = align_poly(poly, &from->squares[ret->current], all_pkey);
+        flip_poly(poly, from->grid->squares[ret->current].flip);
+        success = align_poly(poly, &from->grid->squares[ret->current], all_pkey);
 
         if (!success) {
             sfree(poly);
             angle = -angle;
             poly = transform_poly(from->solid,
-                                  from->squares[from->current].flip,
+                                  from->grid->squares[from->current].flip,
                                   pkey[0], pkey[1], angle);
-            flip_poly(poly, from->squares[ret->current].flip);
-            success = align_poly(poly, &from->squares[ret->current], all_pkey);
+            flip_poly(poly, from->grid->squares[ret->current].flip);
+            success = align_poly(poly, &from->grid->squares[ret->current], all_pkey);
         }
 
         assert(success);
@@ -1370,8 +1400,8 @@ static game_state *execute_move(game_state *from, char *move)
     if (!ret->completed) {
         i = lowest_face(from->solid);
         j = ret->facecolours[i];
-        ret->facecolours[i] = ret->squares[ret->current].blue;
-        ret->squares[ret->current].blue = j;
+        ret->facecolours[i] = GET_SQUARE(ret, ret->current);
+        SET_SQUARE(ret, ret->current, j);
 
         /*
          * Detect game completion.
@@ -1394,7 +1424,7 @@ static game_state *execute_move(game_state *from, char *move)
         int pkey[4];
         int success;
 
-        success = align_poly(ret->solid, &ret->squares[ret->current], pkey);
+        success = align_poly(ret->solid, &ret->grid->squares[ret->current], pkey);
         assert(success);
 
         ret->dpkey[0] = pkey[0];
@@ -1435,7 +1465,7 @@ static void find_bbox_callback(void *ctx, struct grid_square *sq)
     }
 }
 
-static struct bbox find_bbox(game_params *params)
+static struct bbox find_bbox(const game_params *params)
 {
     struct bbox bb;
 
@@ -1457,8 +1487,8 @@ static struct bbox find_bbox(game_params *params)
 #define YSIZE(gs, bb, solid) \
     ((int)(((bb).d - (bb).u + 2*(solid)->border) * gs))
 
-static void game_compute_size(game_params *params, int tilesize,
-                             int *x, int *y)
+static void game_compute_size(const game_params *params, int tilesize,
+                              int *x, int *y)
 {
     struct bbox bb = find_bbox(params);
 
@@ -1467,11 +1497,11 @@ static void game_compute_size(game_params *params, int tilesize,
 }
 
 static void game_set_size(drawing *dr, game_drawstate *ds,
-                         game_params *params, int tilesize)
+                          const game_params *params, int tilesize)
 {
     struct bbox bb = find_bbox(params);
 
-    ds->gridscale = tilesize;
+    ds->gridscale = (float)tilesize;
     ds->ox = (int)(-(bb.l - solids[params->solid]->border) * ds->gridscale);
     ds->oy = (int)(-(bb.u - solids[params->solid]->border) * ds->gridscale);
 }
@@ -1494,11 +1524,12 @@ static float *game_colours(frontend *fe, int *ncolours)
     return ret;
 }
 
-static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
 
-    ds->ox = ds->oy = ds->gridscale = 0.0F;/* not decided yet */
+    ds->ox = ds->oy = 0;
+    ds->gridscale = 0.0F; /* not decided yet */
 
     return ds;
 }
@@ -1508,24 +1539,24 @@ static void game_free_drawstate(drawing *dr, game_drawstate *ds)
     sfree(ds);
 }
 
-static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
-                        game_state *state, int dir, game_ui *ui,
+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 i, j;
     struct bbox bb = find_bbox(&state->params);
     struct solid *poly;
-    int *pkey, *gkey;
+    const int *pkey, *gkey;
     float t[3];
     float angle;
-    game_state *newstate;
     int square;
 
     draw_rect(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
              YSIZE(GRID_SCALE, bb, state->solid), COL_BACKGROUND);
 
     if (dir < 0) {
-        game_state *t;
+        const game_state *t;
 
         /*
          * This is an Undo. So reverse the order of the states, and
@@ -1552,28 +1583,27 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
         pkey = state->spkey;
         gkey = state->sgkey;
     }
-    newstate = state;
     state = oldstate;
 
-    for (i = 0; i < state->nsquares; i++) {
+    for (i = 0; i < state->grid->nsquares; i++) {
         int coords[8];
 
-        for (j = 0; j < state->squares[i].npoints; j++) {
-            coords[2*j] = ((int)(state->squares[i].points[2*j] * GRID_SCALE)
+        for (j = 0; j < state->grid->squares[i].npoints; j++) {
+            coords[2*j] = ((int)(state->grid->squares[i].points[2*j] * GRID_SCALE)
                           + ds->ox);
-            coords[2*j+1] = ((int)(state->squares[i].points[2*j+1]*GRID_SCALE)
+            coords[2*j+1] = ((int)(state->grid->squares[i].points[2*j+1]*GRID_SCALE)
                             + ds->oy);
         }
 
-        draw_polygon(dr, coords, state->squares[i].npoints,
-                     state->squares[i].blue ? COL_BLUE : COL_BACKGROUND,
+        draw_polygon(dr, coords, state->grid->squares[i].npoints,
+                     GET_SQUARE(state, i) ? COL_BLUE : COL_BACKGROUND,
                     COL_BORDER);
     }
 
     /*
      * Now compute and draw the polyhedron.
      */
-    poly = transform_poly(state->solid, state->squares[square].flip,
+    poly = transform_poly(state->solid, state->grid->squares[square].flip,
                           pkey[0], pkey[1], angle);
 
     /*
@@ -1589,7 +1619,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
 
             if (i < 2) {
                 grid_coord =
-                    state->squares[square].points[gkey[j]*2+i];
+                    state->grid->squares[square].points[gkey[j]*2+i];
             } else {
                 grid_coord = 0.0;
             }
@@ -1670,28 +1700,33 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     }
 }
 
-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 ROLLTIME;
 }
 
-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)
 {
     return 0.0F;
 }
 
-static int game_timing_state(game_state *state, game_ui *ui)
+static int game_status(const game_state *state)
+{
+    return state->completed ? +1 : 0;
+}
+
+static int game_timing_state(const game_state *state, game_ui *ui)
 {
     return TRUE;
 }
 
-static void game_print_size(game_params *params, float *x, float *y)
+static void game_print_size(const game_params *params, float *x, float *y)
 {
 }
 
-static void game_print(drawing *dr, game_state *state, int tilesize)
+static void game_print(drawing *dr, const game_state *state, int tilesize)
 {
 }
 
@@ -1700,7 +1735,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
 #endif
 
 const struct game thegame = {
-    "Cube", "games.cube",
+    "Cube", "games.cube", "cube",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -1715,7 +1750,7 @@ const struct game thegame = {
     dup_game,
     free_game,
     FALSE, solve_game,
-    FALSE, game_text_format,
+    FALSE, game_can_format_as_text_now, game_text_format,
     new_ui,
     free_ui,
     encode_ui,
@@ -1730,6 +1765,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
     TRUE,                             /* wants_statusbar */
     FALSE, game_timing_state,