~mdw
/
sgt
/
puzzles
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
Arrange that random seeds are as harmonised as they can reasonably
[sgt/puzzles]
/
net.c
diff --git
a/net.c
b/net.c
index
8793886
..
5ef1ba7
100644
(file)
--- a/
net.c
+++ b/
net.c
@@
-12,8
+12,6
@@
#include "puzzles.h"
#include "tree234.h"
#include "puzzles.h"
#include "tree234.h"
-#define PI 3.141592653589793238462643383279502884197169399
-
#define MATMUL(xr,yr,m,x,y) do { \
float rx, ry, xx = (x), yy = (y), *mat = (m); \
rx = mat[0] * xx + mat[2] * yy; \
#define MATMUL(xr,yr,m,x,y) do { \
float rx, ry, xx = (x), yy = (y), *mat = (m); \
rx = mat[0] * xx + mat[2] * yy; \
@@
-1146,7
+1144,7
@@
static void perturb(int w, int h, unsigned char *tiles, int wrapping,
}
static char *new_game_desc(game_params *params, random_state *rs,
}
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux)
+ game_aux_info **aux
, int interactive
)
{
tree234 *possibilities, *barriertree;
int w, h, x, y, cx, cy, nbarriers;
{
tree234 *possibilities, *barriertree;
int w, h, x, y, cx, cy, nbarriers;
@@
-1798,8
+1796,7
@@
static void free_ui(game_ui *ui)
* Process a move.
*/
static game_state *make_move(game_state *state, game_ui *ui,
* Process a move.
*/
static game_state *make_move(game_state *state, game_ui *ui,
- int x, int y, int button)
-{
+ game_drawstate *ds, int x, int y, int button) {
game_state *ret, *nullret;
int tx, ty, orig;
int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL;
game_state *ret, *nullret;
int tx, ty, orig;
int shift = button & MOD_SHFT, ctrl = button & MOD_CTRL;
@@
-2568,6
+2565,11
@@
static int game_wants_statusbar(void)
return TRUE;
}
return TRUE;
}
+static int game_timing_state(game_state *state)
+{
+ return TRUE;
+}
+
#ifdef COMBINED
#define thegame net
#endif
#ifdef COMBINED
#define thegame net
#endif
@@
-2601,4
+2603,6
@@
const struct game thegame = {
game_anim_length,
game_flash_length,
game_wants_statusbar,
game_anim_length,
game_flash_length,
game_wants_statusbar,
+ FALSE, game_timing_state,
+ 0, /* mouse_priorities */
};
};