Work around a couple of minor display issues with max bridges set to 4:
[sgt/puzzles] / inertia.c
index d45ecc8..a1ad50a 100644 (file)
--- a/inertia.c
+++ b/inertia.c
@@ -1160,7 +1160,7 @@ static char *solve_game(game_state *state, game_state *currstate,
        }
     }
 
-#ifndef TSP_DIAGNOSTICS
+#ifdef TSP_DIAGNOSTICS
     printf("before reduction, moves are ");
     x = nodes[circuit[0]] / DP1 % w;
     y = nodes[circuit[0]] / DP1 / w;
@@ -1246,7 +1246,7 @@ static char *solve_game(game_state *state, game_state *currstate,
                    p = min(i, j);
                    q = max(i, j);
 
-#ifndef TSP_DIAGNOSTICS
+#ifdef TSP_DIAGNOSTICS
                    printf("optimising section from %d - %d\n", p, q);
 #endif
 
@@ -1280,7 +1280,7 @@ static char *solve_game(game_state *state, game_state *currstate,
                    if (dir > 0)
                        i = q;         /* resume loop from the right place */
 
-#ifndef TSP_DIAGNOSTICS
+#ifdef TSP_DIAGNOSTICS
                    printf("new section runs from %d - %d\n", p, q);
 #endif
 
@@ -1316,7 +1316,7 @@ static char *solve_game(game_state *state, game_state *currstate,
 
                    j = i;
 
-#ifndef TSP_DIAGNOSTICS
+#ifdef TSP_DIAGNOSTICS
                    printf("during reduction, circuit is");
                    for (k = 0; k < circuitlen; k++) {
                        int nc = nodes[circuit[k]];
@@ -1345,7 +1345,7 @@ static char *solve_game(game_state *state, game_state *currstate,
                }
            }
 
-#ifndef TSP_DIAGNOSTICS
+#ifdef TSP_DIAGNOSTICS
            printf("after reduction, moves are ");
            x = nodes[circuit[0]] / DP1 % w;
            y = nodes[circuit[0]] / DP1 / w;
@@ -1692,7 +1692,7 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
     ds->player_background = blitter_new(dr, TILESIZE, TILESIZE);
 }
 
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
     int i;
@@ -2122,11 +2122,6 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
-static int game_wants_statusbar(void)
-{
-    return TRUE;
-}
-
 static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
@@ -2176,7 +2171,7 @@ const struct game thegame = {
     game_anim_length,
     game_flash_length,
     FALSE, FALSE, game_print_size, game_print,
-    game_wants_statusbar,
+    TRUE,                             /* wants_statusbar */
     FALSE, game_timing_state,
-    0,                                /* mouse_priorities */
+    0,                                /* flags */
 };