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 = "%age of black squares";
ret[2].type = C_STRING;
sprintf(buf, "%d", params->blackpc);
- ret[2].sval = dupstr(buf);
- ret[2].ival = 0;
+ ret[2].u.string.sval = dupstr(buf);
ret[3].name = "Symmetry";
ret[3].type = C_CHOICES;
- ret[3].sval = ":None"
+ ret[3].u.choices.choicenames = ":None"
":2-way mirror:2-way rotational"
":4-way mirror:4-way rotational";
- ret[3].ival = params->symm;
+ ret[3].u.choices.selected = params->symm;
ret[4].name = "Difficulty";
ret[4].type = C_CHOICES;
- ret[4].sval = ":Easy:Tricky:Hard";
- ret[4].ival = params->difficulty;
+ ret[4].u.choices.choicenames = ":Easy:Tricky:Hard";
+ ret[4].u.choices.selected = params->difficulty;
ret[5].name = NULL;
ret[5].type = C_END;
- ret[5].sval = NULL;
- ret[5].ival = 0;
return ret;
}
{
game_params *ret = snew(game_params);
- ret->w = atoi(cfg[0].sval);
- ret->h = atoi(cfg[1].sval);
- ret->blackpc = atoi(cfg[2].sval);
- ret->symm = cfg[3].ival;
- ret->difficulty = cfg[4].ival;
+ ret->w = atoi(cfg[0].u.string.sval);
+ ret->h = atoi(cfg[1].u.string.sval);
+ ret->blackpc = atoi(cfg[2].u.string.sval);
+ ret->symm = cfg[3].u.choices.selected;
+ ret->difficulty = cfg[4].u.choices.selected;
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 < 2 || params->h < 2)
return "Width and height must be at least 2";
return ret;
}
-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;
for (i = 0; i < params->w*params->h; i++) {
}
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;
char *move = NULL, buf[80];
enum { NONE, FLIP_LIGHT, FLIP_IMPOSSIBLE } action = NONE;
int cx = -1, cy = -1;
unsigned int flags;
- char buf[80], *nullret = NULL, *empty = "", c;
+ char buf[80], *nullret = UI_UPDATE, *empty = UI_UPDATE, c;
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
if (ui->cur_visible)
const struct game thegame = {
"Light Up", "games.lightup", "lightup",
default_params,
- game_fetch_preset,
+ game_fetch_preset, NULL,
decode_params,
encode_params,
free_params,
{
game_params *p;
game_state *s;
- char *id = NULL, *desc, *err, *result;
+ char *id = NULL, *desc, *result;
+ const char *err;
int nsol, diff, really_verbose = 0;
unsigned int sflags;