#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
-#define ANIM_TIME 0.1F
-#define FLASH_FRAME 0.1F
+#define ANIM_TIME 0.13F
+#define FLASH_FRAME 0.13F
#define X(state, i) ( (i) % (state)->w )
#define Y(state, i) ( (i) / (state)->w )
return ret;
}
-char *new_game_seed(game_params *params)
+char *new_game_seed(game_params *params, random_state *rs)
{
int gap, n, i, x;
int x1, x2, p1, p2, parity;
used[i] = FALSE;
}
- gap = rand_upto(n);
+ gap = random_upto(rs, n);
tiles[gap] = 0;
used[0] = TRUE;
* Place everything else except the last two tiles.
*/
for (x = 0, i = n-1; i > 2; i--) {
- int k = rand_upto(i);
+ int k = random_upto(rs, i);
int j;
for (j = 0; j < n; j++)
sfree(state);
}
-game_state *make_move(game_state *from, int x, int y, int button)
+game_ui *new_ui(game_state *state)
+{
+ return NULL;
+}
+
+void free_ui(game_ui *ui)
+{
+}
+
+game_state *make_move(game_state *from, game_ui *ui, int x, int y, int button)
{
int gx, gy, dx, dy, ux, uy, up, p;
game_state *ret;
}
void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
- game_state *state, float animtime, float flashtime)
+ game_state *state, game_ui *ui,
+ float animtime, float flashtime)
{
int i, pass, bgcolour;