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Work around a couple of minor display issues with max bridges set to 4:
[sgt/puzzles]
/
inertia.c
diff --git
a/inertia.c
b/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,
}
}
}
}
-#if
n
def TSP_DIAGNOSTICS
+#ifdef TSP_DIAGNOSTICS
printf("before reduction, moves are ");
x = nodes[circuit[0]] / DP1 % w;
y = nodes[circuit[0]] / DP1 / w;
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);
p = min(i, j);
q = max(i, j);
-#if
n
def TSP_DIAGNOSTICS
+#ifdef TSP_DIAGNOSTICS
printf("optimising section from %d - %d\n", p, q);
#endif
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 */
if (dir > 0)
i = q; /* resume loop from the right place */
-#if
n
def TSP_DIAGNOSTICS
+#ifdef TSP_DIAGNOSTICS
printf("new section runs from %d - %d\n", p, q);
#endif
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;
j = i;
-#if
n
def TSP_DIAGNOSTICS
+#ifdef TSP_DIAGNOSTICS
printf("during reduction, circuit is");
for (k = 0; k < circuitlen; k++) {
int nc = nodes[circuit[k]];
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,
}
}
}
}
-#if
n
def TSP_DIAGNOSTICS
+#ifdef TSP_DIAGNOSTICS
printf("after reduction, moves are ");
x = nodes[circuit[0]] / DP1 % w;
y = nodes[circuit[0]] / DP1 / w;
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);
}
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;
{
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;
}
return 0.0F;
}
-static int game_wants_statusbar(void)
-{
- return TRUE;
-}
-
static int game_timing_state(game_state *state, game_ui *ui)
{
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_anim_length,
game_flash_length,
FALSE, FALSE, game_print_size, game_print,
- game_wants_statusbar,
+ TRUE, /* wants_statusbar */
FALSE, game_timing_state,
FALSE, game_timing_state,
- 0, /*
mouse_prioritie
s */
+ 0, /*
flag
s */
};
};