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 = "No. of colours";
ret[2].type = C_STRING;
sprintf(buf, "%d", params->ncols);
- ret[2].sval = dupstr(buf);
- ret[2].ival = 0;
+ ret[2].u.string.sval = dupstr(buf);
ret[3].name = "Scoring system";
ret[3].type = C_CHOICES;
- ret[3].sval = ":(n-1)^2:(n-2)^2";
- ret[3].ival = params->scoresub-1;
+ ret[3].u.choices.choicenames = ":(n-1)^2:(n-2)^2";
+ ret[3].u.choices.selected = params->scoresub-1;
ret[4].name = "Ensure solubility";
ret[4].type = C_BOOLEAN;
- ret[4].sval = NULL;
- ret[4].ival = params->soluble;
+ ret[4].u.boolean.bval = params->soluble;
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->ncols = atoi(cfg[2].sval);
- ret->scoresub = cfg[3].ival + 1;
- ret->soluble = cfg[4].ival;
+ ret->w = atoi(cfg[0].u.string.sval);
+ ret->h = atoi(cfg[1].u.string.sval);
+ ret->ncols = atoi(cfg[2].u.string.sval);
+ ret->scoresub = cfg[3].u.choices.selected + 1;
+ ret->soluble = cfg[4].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 < 1 || params->h < 1)
return "Width and height must both be positive";
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 area = params->w * params->h, i;
const char *p = desc;
}
static char *solve_game(const game_state *state, const game_state *currstate,
- const char *aux, char **error)
+ const char *aux, const char **error)
{
return NULL;
}
static char *sel_movedesc(game_ui *ui, const game_state *state)
{
int i;
- char *ret, *sep, buf[80];
+ char *ret, buf[80];
+ const char *sep;
int retlen, retsize;
retsize = 256;
int x, int y, int button)
{
int tx, ty;
- char *ret = "";
+ char *ret = UI_UPDATE;
ui->displaysel = 0;