ret[0].name = "Width";
ret[0].type = C_STRING;
sprintf(buf, "%d", params->width);
- 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->height);
- ret[1].sval = dupstr(buf);
- ret[1].ival = 0;
+ ret[1].u.string.sval = dupstr(buf);
ret[2].name = "Walls wrap around";
ret[2].type = C_BOOLEAN;
- ret[2].sval = NULL;
- ret[2].ival = params->wrapping;
+ ret[2].u.boolean.bval = params->wrapping;
ret[3].name = "Barrier probability";
ret[3].type = C_STRING;
sprintf(buf, "%g", params->barrier_probability);
- ret[3].sval = dupstr(buf);
- ret[3].ival = 0;
+ ret[3].u.string.sval = dupstr(buf);
ret[4].name = "Number of shuffling moves";
ret[4].type = C_STRING;
sprintf(buf, "%d", params->movetarget);
- ret[4].sval = dupstr(buf);
- ret[4].ival = 0;
+ ret[4].u.string.sval = dupstr(buf);
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->width = atoi(cfg[0].sval);
- ret->height = atoi(cfg[1].sval);
- ret->wrapping = cfg[2].ival;
- ret->barrier_probability = (float)atof(cfg[3].sval);
- ret->movetarget = atoi(cfg[4].sval);
+ ret->width = atoi(cfg[0].u.string.sval);
+ ret->height = atoi(cfg[1].u.string.sval);
+ ret->wrapping = cfg[2].u.boolean.bval;
+ ret->barrier_probability = (float)atof(cfg[3].u.string.sval);
+ ret->movetarget = atoi(cfg[4].u.string.sval);
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->width <= 1 || params->height <= 1)
return "Width and height must both be greater than one";
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 w = params->width, h = params->height;
int i;
}
static char *solve_game(const game_state *state, const game_state *currstate,
- const char *aux, char **error)
+ const char *aux, const char **error)
{
if (!aux) {
*error = "Solution not known for this puzzle";
}
ui->cur_visible = 1;
- return "";
+ return UI_UPDATE;
}
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
} else {
/* 'click' when cursor is invisible just makes cursor visible. */
ui->cur_visible = 1;
- return "";
+ return UI_UPDATE;
}
} else
return NULL;