ds->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 fx, fy, fd;
int v = state->grid[i];
int vv;
- int hintmask = (state->hints_active ? ~0 : ~2);
if (flashframe >= 0) {
fx = (w+1)/2 - min(x+1, w-x);
v &= ~1;
}
- v &= hintmask;
+ if (!state->hints_active)
+ v &= ~2;
if (ui->cdraw && ui->cx == x && ui->cy == y)
v |= 4;
- if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) & hintmask))
+ if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) &~ 2))
vv = 255; /* means `animated' */
else
vv = v;
return 0.0F;
}
-static int game_wants_statusbar(void)
-{
- return TRUE;
-}
-
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
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 */
};