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Minimal (i.e., lame) update to Loopy documentation to match reality -- it's
[sgt/puzzles]
/
map.c
diff --git
a/map.c
b/map.c
index
6302ef7
..
4ab6c4f
100644
(file)
--- a/
map.c
+++ b/
map.c
@@
-1868,7
+1868,7
@@
static game_state *new_game(midend *me, game_params *params, char *desc)
* outlines by the judicious use of diagonally divided squares.
*/
{
* outlines by the judicious use of diagonally divided squares.
*/
{
- random_state *rs = random_
init
(desc, strlen(desc));
+ random_state *rs = random_
new
(desc, strlen(desc));
int *squares = snewn(wh, int);
int done_something;
int *squares = snewn(wh, int);
int done_something;
@@
-2527,7
+2527,7
@@
const int map_hatching[FOUR] = {
HATCH_VERT, HATCH_SLASH, HATCH_HORIZ, HATCH_BACKSLASH
};
HATCH_VERT, HATCH_SLASH, HATCH_HORIZ, HATCH_BACKSLASH
};
-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);
{
float *ret = snewn(3 * NCOLOURS, float);
@@
-2923,11
+2923,6
@@
static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
return 0.0F;
}
-static int game_wants_statusbar(void)
-{
- return FALSE;
-}
-
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;
@@
-3121,9
+3116,9
@@
const struct game thegame = {
game_anim_length,
game_flash_length,
TRUE, TRUE, game_print_size, game_print,
game_anim_length,
game_flash_length,
TRUE, TRUE, game_print_size, game_print,
- game_wants_statusbar,
+ FALSE, /* wants_statusbar */
FALSE, game_timing_state,
FALSE, game_timing_state,
- 0, /*
mouse_prioritie
s */
+ 0, /*
flag
s */
};
#ifdef STANDALONE_SOLVER
};
#ifdef STANDALONE_SOLVER