}
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux)
+ game_aux_info **aux, int interactive)
{
struct grid_data data;
int i, j, k, m, area, facesperclass;
return NULL;
}
-static game_state *new_game(game_params *params, char *desc)
+static game_state *new_game(midend_data *me, game_params *params, char *desc)
{
game_state *state = snew(game_state);
int area;
int i, j, dest, mask;
struct solid *poly;
+ button = button & (~MOD_MASK | MOD_NUM_KEYPAD);
+
/*
* All moves are made with the cursor keys or numeric keypad.
*/
}
static float game_anim_length(game_state *oldstate,
- game_state *newstate, int dir)
+ game_state *newstate, int dir, game_ui *ui)
{
return ROLLTIME;
}
static float game_flash_length(game_state *oldstate,
- game_state *newstate, int dir)
+ game_state *newstate, int dir, game_ui *ui)
{
return 0.0F;
}
return TRUE;
}
+static int game_timing_state(game_state *state)
+{
+ return TRUE;
+}
+
#ifdef COMBINED
#define thegame cube
#endif
game_anim_length,
game_flash_length,
game_wants_statusbar,
+ FALSE, game_timing_state,
};