Cleanup: it was absolutely stupid for game_wants_statusbar() to be a
[sgt/puzzles] / netslide.c
index d19bdbb..310d26d 100644 (file)
@@ -82,11 +82,6 @@ struct game_params {
     int movetarget;
 };
 
-struct game_aux_info {
-    int width, height;
-    unsigned char *tiles;
-};
-
 struct game_state {
     int width, height, cx, cy, wrapping, completed;
     int used_solve, just_used_solve;
@@ -218,16 +213,16 @@ static void decode_params(game_params *ret, char const *string)
     ret->movetarget = 0;
 
     ret->width = atoi(p);
-    while (*p && isdigit(*p)) p++;
+    while (*p && isdigit((unsigned char)*p)) p++;
     if (*p == 'x') {
         p++;
         ret->height = atoi(p);
-        while (*p && isdigit(*p)) p++;
+        while (*p && isdigit((unsigned char)*p)) p++;
         if ( (ret->wrapping = (*p == 'w')) != 0 )
             p++;
         if (*p == 'b') {
             ret->barrier_probability = atof(++p);
-            while (*p && (isdigit(*p) || *p == '.')) p++;
+            while (*p && (isdigit((unsigned char)*p) || *p == '.')) p++;
         }
         if (*p == 'm') {
             ret->movetarget = atoi(++p);
@@ -314,7 +309,7 @@ static game_params *custom_params(config_item *cfg)
     return ret;
 }
 
-static char *validate_params(game_params *params)
+static char *validate_params(game_params *params, int full)
 {
     if (params->width <= 1 || params->height <= 1)
        return "Width and height must both be greater than one";
@@ -330,7 +325,7 @@ static char *validate_params(game_params *params)
  */
 
 static char *new_game_desc(game_params *params, random_state *rs,
-                          game_aux_info **aux, int interactive)
+                          char **aux, int interactive)
 {
     tree234 *possibilities, *barriertree;
     int w, h, x, y, cx, cy, nbarriers;
@@ -535,19 +530,22 @@ static char *new_game_desc(game_params *params, random_state *rs,
     }
 
     /*
-     * Save the unshuffled grid. We do this using a separate
-     * reference-counted structure since it's a large chunk of
-     * memory which we don't want to have to replicate in every
-     * game state while playing.
+     * Save the unshuffled grid in aux.
      */
     {
-        game_aux_info *solution;
+       char *solution;
+        int i;
+
+        /*
+         * String format is exactly the same as a solve move, so we
+         * can just dupstr this in solve_game().
+         */
 
-       solution = snew(game_aux_info);
-       solution->width = w;
-       solution->height = h;
-       solution->tiles = snewn(w * h, unsigned char);
-       memcpy(solution->tiles, tiles, w * h);
+       solution = snewn(w * h + 2, char);
+        solution[0] = 'S';
+        for (i = 0; i < w * h; i++)
+            solution[i+1] = "0123456789abcdef"[tiles[i] & 0xF];
+        solution[w*h+1] = '\0';
 
        *aux = solution;
     }
@@ -698,12 +696,6 @@ static char *new_game_desc(game_params *params, random_state *rs,
     return desc;
 }
 
-static void game_free_aux_info(game_aux_info *aux)
-{
-    sfree(aux->tiles);
-    sfree(aux);
-}
-
 static char *validate_desc(game_params *params, char *desc)
 {
     int w = params->width, h = params->height;
@@ -734,7 +726,7 @@ static char *validate_desc(game_params *params, char *desc)
  * Construct an initial game state, given a description and parameters.
  */
 
-static game_state *new_game(midend_data *me, game_params *params, char *desc)
+static game_state *new_game(midend *me, game_params *params, char *desc)
 {
     game_state *state;
     int w, h, x, y;
@@ -893,24 +885,15 @@ static void free_game(game_state *state)
     sfree(state);
 }
 
-static game_state *solve_game(game_state *state, game_aux_info *aux,
-                             char **error)
+static char *solve_game(game_state *state, game_state *currstate,
+                       char *aux, char **error)
 {
-    game_state *ret;
-
     if (!aux) {
        *error = "Solution not known for this puzzle";
        return NULL;
     }
 
-    assert(aux->width == state->width);
-    assert(aux->height == state->height);
-    ret = dup_game(state);
-    memcpy(ret->tiles, aux->tiles, ret->width * ret->height);
-    ret->used_solve = ret->just_used_solve = TRUE;
-    ret->completed = ret->move_count = 1;
-
-    return ret;
+    return dupstr(aux);
 }
 
 static char *game_text_format(game_state *state)
@@ -1004,6 +987,15 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
+static char *encode_ui(game_ui *ui)
+{
+    return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
 /* ----------------------------------------------------------------------
  * Process a move.
  */
@@ -1058,12 +1050,12 @@ struct game_drawstate {
     unsigned char *visible;
 };
 
-static game_state *make_move(game_state *state, game_ui *ui,
-                             game_drawstate *ds, int x, int y, int button)
+static char *interpret_move(game_state *state, game_ui *ui,
+                           game_drawstate *ds, int x, int y, int button)
 {
     int cx, cy;
     int n, dx, dy;
-    game_state *ret;
+    char buf[80];
 
     button &= ~MOD_MASK;
 
@@ -1099,16 +1091,59 @@ static game_state *make_move(game_state *state, game_ui *ui,
         dy = -dy;
     }
 
-    ret = dup_game(state);
+    if (dx == 0)
+       sprintf(buf, "C%d,%d", cx, dy);
+    else
+       sprintf(buf, "R%d,%d", cy, dx);
+    return dupstr(buf);
+}
+
+static game_state *execute_move(game_state *from, char *move)
+{
+    game_state *ret;
+    int c, d, col;
+
+    if ((move[0] == 'C' || move[0] == 'R') &&
+       sscanf(move+1, "%d,%d", &c, &d) == 2 &&
+       c >= 0 && c < (move[0] == 'C' ? from->width : from->height)) {
+       col = (move[0] == 'C');
+    } else if (move[0] == 'S' &&
+              strlen(move) == from->width * from->height + 1) {
+       int i;
+       ret = dup_game(from);
+       ret->used_solve = ret->just_used_solve = TRUE;
+       ret->completed = ret->move_count = 1;
+
+       for (i = 0; i < from->width * from->height; i++) {
+           c = move[i+1];
+           if (c >= '0' && c <= '9')
+               c -= '0';
+           else if (c >= 'A' && c <= 'F')
+               c -= 'A' - 10;
+           else if (c >= 'a' && c <= 'f')
+               c -= 'a' - 10;
+           else {
+               free_game(ret);
+               return NULL;
+           }
+           ret->tiles[i] = c;
+       }
+       return ret;
+    } else
+       return NULL;                   /* can't parse move string */
+
+    ret = dup_game(from);
     ret->just_used_solve = FALSE;
 
-    if (dx == 0) slide_col(ret, dy, cx);
-    else slide_row(ret, dx, cy);
+    if (col)
+       slide_col(ret, d, c);
+    else
+       slide_row(ret, d, c);
 
     ret->move_count++;
-    ret->last_move_row = dx ? cy : -1;
-    ret->last_move_col = dx ? -1 : cx;
-    ret->last_move_dir = dx + dy;
+    ret->last_move_row = col ? -1 : c;
+    ret->last_move_col = col ? c : -1;
+    ret->last_move_dir = d;
 
     /*
      * See if the game has been completed.
@@ -1139,7 +1174,7 @@ static game_state *make_move(game_state *state, game_ui *ui,
  * Routines for drawing the game position on the screen.
  */
 
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
 {
     game_drawstate *ds = snew(game_drawstate);
 
@@ -1153,36 +1188,30 @@ static game_drawstate *game_new_drawstate(game_state *state)
     return ds;
 }
 
-static void game_free_drawstate(game_drawstate *ds)
+static void game_free_drawstate(drawing *dr, game_drawstate *ds)
 {
     sfree(ds->visible);
     sfree(ds);
 }
 
-static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
-                      int expand)
+static void game_compute_size(game_params *params, int tilesize,
+                             int *x, int *y)
 {
-    int tsx, tsy, ts;
-    /*
-     * Each window dimension equals the tile size times two more
-     * than the grid dimension (the border containing the arrows is
-     * the same width as the tiles), plus TILE_BORDER, plus twice
-     * WINDOW_OFFSET.
-     */
-    tsx = (*x - 2*WINDOW_OFFSET - TILE_BORDER) / (params->width + 2);
-    tsy = (*y - 2*WINDOW_OFFSET - TILE_BORDER) / (params->height + 2);
-    ts = min(tsx, tsy);
-
-    if (expand)
-        ds->tilesize = ts;
-    else
-        ds->tilesize = min(ts, PREFERRED_TILE_SIZE);
+    /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+    struct { int tilesize; } ads, *ds = &ads;
+    ads.tilesize = tilesize;
 
     *x = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->width + TILE_BORDER;
     *y = BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * params->height + TILE_BORDER;
 }
 
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static void game_set_size(drawing *dr, game_drawstate *ds,
+                         game_params *params, int tilesize)
+{
+    ds->tilesize = tilesize;
+}
+
+static float *game_colours(frontend *fe, int *ncolours)
 {
     float *ret;
 
@@ -1247,17 +1276,17 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
     return ret;
 }
 
-static void draw_thick_line(frontend *fe, int x1, int y1, int x2, int y2,
+static void draw_thick_line(drawing *dr, int x1, int y1, int x2, int y2,
                             int colour)
 {
-    draw_line(fe, x1-1, y1, x2-1, y2, COL_WIRE);
-    draw_line(fe, x1+1, y1, x2+1, y2, COL_WIRE);
-    draw_line(fe, x1, y1-1, x2, y2-1, COL_WIRE);
-    draw_line(fe, x1, y1+1, x2, y2+1, COL_WIRE);
-    draw_line(fe, x1, y1, x2, y2, colour);
+    draw_line(dr, x1-1, y1, x2-1, y2, COL_WIRE);
+    draw_line(dr, x1+1, y1, x2+1, y2, COL_WIRE);
+    draw_line(dr, x1, y1-1, x2, y2-1, COL_WIRE);
+    draw_line(dr, x1, y1+1, x2, y2+1, COL_WIRE);
+    draw_line(dr, x1, y1, x2, y2, colour);
 }
 
-static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
+static void draw_rect_coords(drawing *dr, int x1, int y1, int x2, int y2,
                              int colour)
 {
     int mx = (x1 < x2 ? x1 : x2);
@@ -1265,10 +1294,10 @@ static void draw_rect_coords(frontend *fe, int x1, int y1, int x2, int y2,
     int dx = (x2 + x1 - 2*mx + 1);
     int dy = (y2 + y1 - 2*my + 1);
 
-    draw_rect(fe, mx, my, dx, dy, colour);
+    draw_rect(dr, mx, my, dx, dy, colour);
 }
 
-static void draw_barrier_corner(frontend *fe, game_drawstate *ds,
+static void draw_barrier_corner(drawing *dr, game_drawstate *ds,
                                 int x, int y, int dir, int phase)
 {
     int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
@@ -1284,20 +1313,20 @@ static void draw_barrier_corner(frontend *fe, game_drawstate *ds,
     y1 = (dy > 0 ? TILE_SIZE+TILE_BORDER-1 : 0);
 
     if (phase == 0) {
-        draw_rect_coords(fe, bx+x1, by+y1,
+        draw_rect_coords(dr, bx+x1, by+y1,
                          bx+x1-TILE_BORDER*dx, by+y1-(TILE_BORDER-1)*dy,
                          COL_WIRE);
-        draw_rect_coords(fe, bx+x1, by+y1,
+        draw_rect_coords(dr, bx+x1, by+y1,
                          bx+x1-(TILE_BORDER-1)*dx, by+y1-TILE_BORDER*dy,
                          COL_WIRE);
     } else {
-        draw_rect_coords(fe, bx+x1, by+y1,
+        draw_rect_coords(dr, bx+x1, by+y1,
                          bx+x1-(TILE_BORDER-1)*dx, by+y1-(TILE_BORDER-1)*dy,
                          COL_BARRIER);
     }
 }
 
-static void draw_barrier(frontend *fe, game_drawstate *ds,
+static void draw_barrier(drawing *dr, game_drawstate *ds,
                          int x, int y, int dir, int phase)
 {
     int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x;
@@ -1310,13 +1339,13 @@ static void draw_barrier(frontend *fe, game_drawstate *ds,
     h = (Y(dir) ? TILE_BORDER : TILE_SIZE - TILE_BORDER);
 
     if (phase == 0) {
-        draw_rect(fe, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
+        draw_rect(dr, bx+x1-X(dir), by+y1-Y(dir), w, h, COL_WIRE);
     } else {
-        draw_rect(fe, bx+x1, by+y1, w, h, COL_BARRIER);
+        draw_rect(dr, bx+x1, by+y1, w, h, COL_BARRIER);
     }
 }
 
-static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
+static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state,
                       int x, int y, int tile, float xshift, float yshift)
 {
     int bx = BORDER + WINDOW_OFFSET + TILE_SIZE * x + (xshift * TILE_SIZE);
@@ -1345,9 +1374,9 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
      * rectangle in border colour, and a smaller rectangle in
      * background colour to fill it in.
      */
-    draw_rect(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
+    draw_rect(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER,
               COL_BORDER);
-    draw_rect(fe, bx+TILE_BORDER, by+TILE_BORDER,
+    draw_rect(dr, bx+TILE_BORDER, by+TILE_BORDER,
               TILE_SIZE-TILE_BORDER, TILE_SIZE-TILE_BORDER,
               tile & FLASHING ? COL_FLASHING : COL_BACKGROUND);
 
@@ -1360,7 +1389,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
         if (tile & dir) {
             ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
             ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
-            draw_thick_line(fe, bx+(int)cx, by+(int)cy,
+            draw_thick_line(dr, bx+(int)cx, by+(int)cy,
                            bx+(int)(cx+ex), by+(int)(cy+ey),
                             COL_WIRE);
         }
@@ -1369,7 +1398,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
         if (tile & dir) {
             ex = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * X(dir);
             ey = (TILE_SIZE - TILE_BORDER - 1.0F) / 2.0F * Y(dir);
-            draw_line(fe, bx+(int)cx, by+(int)cy,
+            draw_line(dr, bx+(int)cx, by+(int)cy,
                      bx+(int)(cx+ex), by+(int)(cy+ey), col);
         }
     }
@@ -1401,8 +1430,7 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
             points[i+1] = by+(int)(cy+ey);
         }
 
-        draw_polygon(fe, points, 4, TRUE, col);
-        draw_polygon(fe, points, 4, FALSE, COL_WIRE);
+        draw_polygon(dr, points, 4, col, COL_WIRE);
     }
 
     /*
@@ -1439,8 +1467,8 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
              * in: if we are fully connected to the other tile then
              * the two ACTIVE states will be the same.)
              */
-            draw_rect_coords(fe, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
-            draw_rect_coords(fe, px, py, px+lx, py+ly,
+            draw_rect_coords(dr, px-vx, py-vy, px+lx+vx, py+ly+vy, COL_WIRE);
+            draw_rect_coords(dr, px, py, px+lx, py+ly,
                              (tile & ACTIVE) ? COL_POWERED : COL_WIRE);
         } else {
             /*
@@ -1448,14 +1476,14 @@ static void draw_tile(frontend *fe, game_drawstate *ds, game_state *state,
              * actually connected to us. Just draw a single black
              * dot.
              */
-            draw_rect_coords(fe, px, py, px, py, COL_WIRE);
+            draw_rect_coords(dr, px, py, px, py, COL_WIRE);
         }
     }
 
-    draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
+    draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
 }
 
-static void draw_tile_barriers(frontend *fe, game_drawstate *ds,
+static void draw_tile_barriers(drawing *dr, game_drawstate *ds,
                                game_state *state, int x, int y)
 {
     int phase;
@@ -1468,16 +1496,16 @@ static void draw_tile_barriers(frontend *fe, game_drawstate *ds,
     for (phase = 0; phase < 2; phase++) {
         for (dir = 1; dir < 0x10; dir <<= 1)
             if (barrier(state, x, y) & (dir << 4))
-                draw_barrier_corner(fe, ds, x, y, dir << 4, phase);
+                draw_barrier_corner(dr, ds, x, y, dir << 4, phase);
         for (dir = 1; dir < 0x10; dir <<= 1)
             if (barrier(state, x, y) & dir)
-                draw_barrier(fe, ds, x, y, dir, phase);
+                draw_barrier(dr, ds, x, y, dir, phase);
     }
 
-    draw_update(fe, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
+    draw_update(dr, bx, by, TILE_SIZE+TILE_BORDER, TILE_SIZE+TILE_BORDER);
 }
 
-static void draw_arrow(frontend *fe, game_drawstate *ds,
+static void draw_arrow(drawing *dr, game_drawstate *ds,
                        int x, int y, int xdx, int xdy)
 {
     int coords[14];
@@ -1498,11 +1526,10 @@ static void draw_arrow(frontend *fe, game_drawstate *ds,
     POINT(5, 3 * TILE_SIZE / 8, TILE_SIZE / 2);   /* left concave */
     POINT(6,     TILE_SIZE / 4, TILE_SIZE / 2);   /* left corner */
 
-    draw_polygon(fe, coords, 7, TRUE, COL_LOWLIGHT);
-    draw_polygon(fe, coords, 7, FALSE, COL_TEXT);
+    draw_polygon(dr, coords, 7, COL_LOWLIGHT, COL_TEXT);
 }
 
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
                  game_state *state, int dir, game_ui *ui, float t, float ft)
 {
     int x, y, tx, ty, frame;
@@ -1519,11 +1546,11 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 
         ds->started = TRUE;
 
-        draw_rect(fe, 0, 0, 
+        draw_rect(dr, 0, 0, 
                   BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->width + TILE_BORDER,
                   BORDER * 2 + WINDOW_OFFSET * 2 + TILE_SIZE * state->height + TILE_BORDER,
                   COL_BACKGROUND);
-        draw_update(fe, 0, 0, 
+        draw_update(dr, 0, 0, 
                     BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->width + TILE_BORDER,
                     BORDER * 2 + WINDOW_OFFSET*2 + TILE_SIZE*state->height + TILE_BORDER);
 
@@ -1531,32 +1558,32 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 
             for (x = 0; x < ds->width; x++) {
                 if (barrier(state, x, 0) & UL)
-                    draw_barrier_corner(fe, ds, x, -1, LD, phase);
+                    draw_barrier_corner(dr, ds, x, -1, LD, phase);
                 if (barrier(state, x, 0) & RU)
-                    draw_barrier_corner(fe, ds, x, -1, DR, phase);
+                    draw_barrier_corner(dr, ds, x, -1, DR, phase);
                 if (barrier(state, x, 0) & U)
-                    draw_barrier(fe, ds, x, -1, D, phase);
+                    draw_barrier(dr, ds, x, -1, D, phase);
                 if (barrier(state, x, ds->height-1) & DR)
-                    draw_barrier_corner(fe, ds, x, ds->height, RU, phase);
+                    draw_barrier_corner(dr, ds, x, ds->height, RU, phase);
                 if (barrier(state, x, ds->height-1) & LD)
-                    draw_barrier_corner(fe, ds, x, ds->height, UL, phase);
+                    draw_barrier_corner(dr, ds, x, ds->height, UL, phase);
                 if (barrier(state, x, ds->height-1) & D)
-                    draw_barrier(fe, ds, x, ds->height, U, phase);
+                    draw_barrier(dr, ds, x, ds->height, U, phase);
             }
 
             for (y = 0; y < ds->height; y++) {
                 if (barrier(state, 0, y) & UL)
-                    draw_barrier_corner(fe, ds, -1, y, RU, phase);
+                    draw_barrier_corner(dr, ds, -1, y, RU, phase);
                 if (barrier(state, 0, y) & LD)
-                    draw_barrier_corner(fe, ds, -1, y, DR, phase);
+                    draw_barrier_corner(dr, ds, -1, y, DR, phase);
                 if (barrier(state, 0, y) & L)
-                    draw_barrier(fe, ds, -1, y, R, phase);
+                    draw_barrier(dr, ds, -1, y, R, phase);
                 if (barrier(state, ds->width-1, y) & RU)
-                    draw_barrier_corner(fe, ds, ds->width, y, UL, phase);
+                    draw_barrier_corner(dr, ds, ds->width, y, UL, phase);
                 if (barrier(state, ds->width-1, y) & DR)
-                    draw_barrier_corner(fe, ds, ds->width, y, LD, phase);
+                    draw_barrier_corner(dr, ds, ds->width, y, LD, phase);
                 if (barrier(state, ds->width-1, y) & R)
-                    draw_barrier(fe, ds, ds->width, y, L, phase);
+                    draw_barrier(dr, ds, ds->width, y, L, phase);
             }
         }
 
@@ -1565,13 +1592,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
          */
         for (x = 0; x < ds->width; x++) {
             if (x == state->cx) continue;
-            draw_arrow(fe, ds, x, 0, +1, 0);
-            draw_arrow(fe, ds, x+1, ds->height, -1, 0);
+            draw_arrow(dr, ds, x, 0, +1, 0);
+            draw_arrow(dr, ds, x+1, ds->height, -1, 0);
         }
         for (y = 0; y < ds->height; y++) {
             if (y == state->cy) continue;
-            draw_arrow(fe, ds, ds->width, y, 0, +1);
-            draw_arrow(fe, ds, 0, y+1, 0, -1);
+            draw_arrow(dr, ds, ds->width, y, 0, +1);
+            draw_arrow(dr, ds, 0, y+1, 0, -1);
         }
     }
 
@@ -1617,7 +1644,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         active = compute_active(state, -1, -1);
     }
 
-    clip(fe,
+    clip(dr,
          BORDER + WINDOW_OFFSET, BORDER + WINDOW_OFFSET,
          TILE_SIZE * state->width + TILE_BORDER,
          TILE_SIZE * state->height + TILE_BORDER);
@@ -1651,15 +1678,15 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                 float xs = (y == state->last_move_row ? xshift : 0.0);
                 float ys = (x == state->last_move_col ? yshift : 0.0);
 
-                draw_tile(fe, ds, state, x, y, c, xs, ys);
+                draw_tile(dr, ds, state, x, y, c, xs, ys);
                 if (xs < 0 && x == 0)
-                    draw_tile(fe, ds, state, state->width, y, c, xs, ys);
+                    draw_tile(dr, ds, state, state->width, y, c, xs, ys);
                 else if (xs > 0 && x == state->width - 1)
-                    draw_tile(fe, ds, state, -1, y, c, xs, ys);
+                    draw_tile(dr, ds, state, -1, y, c, xs, ys);
                 else if (ys < 0 && y == 0)
-                    draw_tile(fe, ds, state, x, state->height, c, xs, ys);
+                    draw_tile(dr, ds, state, x, state->height, c, xs, ys);
                 else if (ys > 0 && y == state->height - 1)
-                    draw_tile(fe, ds, state, x, -1, c, xs, ys);
+                    draw_tile(dr, ds, state, x, -1, c, xs, ys);
 
                 if (x == state->last_move_col || y == state->last_move_row)
                     index(state, ds->visible, x, y) = 0xFF;
@@ -1670,9 +1697,9 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 
     for (x = 0; x < ds->width; x++)
         for (y = 0; y < ds->height; y++)
-            draw_tile_barriers(fe, ds, state, x, y);
+            draw_tile_barriers(dr, ds, state, x, y);
 
-    unclip(fe);
+    unclip(dr);
 
     /*
      * Update the status bar.
@@ -1700,7 +1727,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
 
        sprintf(statusbuf + strlen(statusbuf), " Active: %d/%d", a, n);
 
-       status_bar(fe, statusbuf);
+       status_bar(dr, statusbuf);
     }
 
     sfree(active);
@@ -1744,14 +1771,17 @@ static float game_flash_length(game_state *oldstate,
     return 0.0F;
 }
 
-static int game_wants_statusbar(void)
+static int game_timing_state(game_state *state, game_ui *ui)
 {
-    return TRUE;
+    return FALSE;
 }
 
-static int game_timing_state(game_state *state)
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
 {
-    return FALSE;
 }
 
 #ifdef COMBINED
@@ -1769,7 +1799,6 @@ const struct game thegame = {
     TRUE, game_configure, custom_params,
     validate_params,
     new_game_desc,
-    game_free_aux_info,
     validate_desc,
     new_game,
     dup_game,
@@ -1778,16 +1807,20 @@ const struct game thegame = {
     FALSE, game_text_format,
     new_ui,
     free_ui,
+    encode_ui,
+    decode_ui,
     game_changed_state,
-    make_move,
-    game_size,
+    interpret_move,
+    execute_move,
+    PREFERRED_TILE_SIZE, game_compute_size, game_set_size,
     game_colours,
     game_new_drawstate,
     game_free_drawstate,
     game_redraw,
     game_anim_length,
     game_flash_length,
-    game_wants_statusbar,
+    FALSE, FALSE, game_print_size, game_print,
+    TRUE,                             /* wants_statusbar */
     FALSE, game_timing_state,
-    0,                                /* mouse_priorities */
+    0,                                /* flags */
 };