Add a facility in the latin.c solver diagnostics to allow a puzzle
[sgt/puzzles] / pattern.c
index 671b56f..7c1b0f2 100644 (file)
--- a/pattern.c
+++ b/pattern.c
@@ -15,8 +15,10 @@ enum {
     COL_BACKGROUND,
     COL_EMPTY,
     COL_FULL,
+    COL_TEXT,
     COL_UNKNOWN,
     COL_GRID,
+    COL_CURSOR,
     NCOLOURS
 };
 
@@ -30,7 +32,7 @@ enum {
         ( ((x) - (BORDER + GUTTER + TILE_SIZE * TLBORDER(d))) / TILE_SIZE )
 
 #define SIZE(d) (2*BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (d)))
-#define GETTILESIZE(d, w) (w / (2 + TLBORDER(d) + (d)))
+#define GETTILESIZE(d, w) ((double)w / (2.0 + (double)TLBORDER(d) + (double)(d)))
 
 #define TOCOORD(d, x) (BORDER + GUTTER + TILE_SIZE * (TLBORDER(d) + (x)))
 
@@ -106,11 +108,11 @@ static void decode_params(game_params *ret, char const *string)
     char const *p = string;
 
     ret->w = atoi(p);
-    while (*p && isdigit(*p)) p++;
+    while (*p && isdigit((unsigned char)*p)) p++;
     if (*p == 'x') {
         p++;
         ret->h = atoi(p);
-        while (*p && isdigit(*p)) p++;
+        while (*p && isdigit((unsigned char)*p)) p++;
     } else {
         ret->h = ret->w;
     }
@@ -165,7 +167,7 @@ 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->w <= 0 || params->h <= 0)
        return "Width and height must both be greater than zero";
@@ -549,6 +551,7 @@ static char *new_game_desc(game_params *params, random_state *rs,
     assert(desc[desclen-1] == '/');
     desc[desclen-1] = '\0';
     sfree(rowdata);
+    sfree(grid);
     return desc;
 }
 
@@ -566,7 +569,7 @@ static char *validate_desc(game_params *params, char *desc)
         if (*desc && isdigit((unsigned char)*desc)) {
             do {
                 p = desc;
-                while (desc && isdigit((unsigned char)*desc)) desc++;
+                while (*desc && isdigit((unsigned char)*desc)) desc++;
                 n = atoi(p);
                 rowspace -= n+1;
 
@@ -594,7 +597,7 @@ static char *validate_desc(game_params *params, char *desc)
     return NULL;
 }
 
-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)
 {
     int i;
     char *p;
@@ -617,7 +620,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc)
         if (*desc && isdigit((unsigned char)*desc)) {
             do {
                 p = desc;
-                while (desc && isdigit((unsigned char)*desc)) desc++;
+                while (*desc && isdigit((unsigned char)*desc)) desc++;
                 state->rowdata[state->rowsize * i + state->rowlen[i]++] =
                     atoi(p);
             } while (*desc++ == '.');
@@ -726,6 +729,11 @@ static char *solve_game(game_state *state, game_state *currstate,
     return ret;
 }
 
+static int game_can_format_as_text_now(game_params *params)
+{
+    return TRUE;
+}
+
 static char *game_text_format(game_state *state)
 {
     return NULL;
@@ -738,6 +746,7 @@ struct game_ui {
     int drag_end_x;
     int drag_end_y;
     int drag, release, state;
+    int cur_x, cur_y, cur_visible;
 };
 
 static game_ui *new_ui(game_state *state)
@@ -746,6 +755,7 @@ static game_ui *new_ui(game_state *state)
 
     ret = snew(game_ui);
     ret->dragging = FALSE;
+    ret->cur_x = ret->cur_y = ret->cur_visible = 0;
 
     return ret;
 }
@@ -755,12 +765,12 @@ static void free_ui(game_ui *ui)
     sfree(ui);
 }
 
-char *encode_ui(game_ui *ui)
+static char *encode_ui(game_ui *ui)
 {
     return NULL;
 }
 
-void decode_ui(game_ui *ui, char *encoding)
+static void decode_ui(game_ui *ui, char *encoding)
 {
 }
 
@@ -774,6 +784,7 @@ struct game_drawstate {
     int w, h;
     int tilesize;
     unsigned char *visible;
+    int cur_x, cur_y;
 };
 
 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
@@ -787,17 +798,28 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
     if (x >= 0 && x < state->w && y >= 0 && y < state->h &&
         (button == LEFT_BUTTON || button == RIGHT_BUTTON ||
          button == MIDDLE_BUTTON)) {
+#ifdef STYLUS_BASED
+        int currstate = state->grid[y * state->w + x];
+#endif
 
         ui->dragging = TRUE;
 
         if (button == LEFT_BUTTON) {
             ui->drag = LEFT_DRAG;
             ui->release = LEFT_RELEASE;
+#ifdef STYLUS_BASED
+            ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */
+#else
             ui->state = GRID_FULL;
+#endif
         } else if (button == RIGHT_BUTTON) {
             ui->drag = RIGHT_DRAG;
             ui->release = RIGHT_RELEASE;
+#ifdef STYLUS_BASED
+            ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */
+#else
             ui->state = GRID_EMPTY;
+#endif
         } else /* if (button == MIDDLE_BUTTON) */ {
             ui->drag = MIDDLE_DRAG;
             ui->release = MIDDLE_RELEASE;
@@ -806,6 +828,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
 
         ui->drag_start_x = ui->drag_end_x = x;
         ui->drag_start_y = ui->drag_end_y = y;
+        ui->cur_visible = 0;
 
         return "";                    /* UI activity occurred */
     }
@@ -858,14 +881,43 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
         if (move_needed) {
            char buf[80];
            sprintf(buf, "%c%d,%d,%d,%d",
-                   (ui->state == GRID_FULL ? 'F' :
-                    ui->state == GRID_EMPTY ? 'E' : 'U'),
+                   (char)(ui->state == GRID_FULL ? 'F' :
+                          ui->state == GRID_EMPTY ? 'E' : 'U'),
                    x1, y1, x2-x1+1, y2-y1+1);
            return dupstr(buf);
         } else
             return "";                /* UI activity occurred */
     }
 
+    if (IS_CURSOR_MOVE(button)) {
+        move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0);
+        ui->cur_visible = 1;
+        return "";
+    }
+    if (IS_CURSOR_SELECT(button)) {
+        int currstate = state->grid[ui->cur_y * state->w + ui->cur_x];
+        int newstate;
+        char buf[80];
+
+        if (!ui->cur_visible) {
+            ui->cur_visible = 1;
+            return "";
+        }
+
+        if (button == CURSOR_SELECT2)
+            newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY :
+                currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN;
+        else
+            newstate = currstate == GRID_UNKNOWN ? GRID_FULL :
+                currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN;
+
+        sprintf(buf, "%c%d,%d,%d,%d",
+                (char)(newstate == GRID_FULL ? 'F' :
+                      newstate == GRID_EMPTY ? 'E' : 'U'),
+                ui->cur_x, ui->cur_y, 1, 1);
+        return dupstr(buf);
+    }
+
     return NULL;
 }
 
@@ -944,48 +996,46 @@ static game_state *execute_move(game_state *from, char *move)
  * Drawing routines.
  */
 
-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 ts;
-
-    ts = min(GETTILESIZE(params->w, *x), GETTILESIZE(params->h, *y));
-    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 = SIZE(params->w);
     *y = SIZE(params->h);
 }
 
-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 = snewn(3 * NCOLOURS, float);
+    int i;
 
     frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
 
-    ret[COL_GRID * 3 + 0] = 0.3F;
-    ret[COL_GRID * 3 + 1] = 0.3F;
-    ret[COL_GRID * 3 + 2] = 0.3F;
-
-    ret[COL_UNKNOWN * 3 + 0] = 0.5F;
-    ret[COL_UNKNOWN * 3 + 1] = 0.5F;
-    ret[COL_UNKNOWN * 3 + 2] = 0.5F;
-
-    ret[COL_FULL * 3 + 0] = 0.0F;
-    ret[COL_FULL * 3 + 1] = 0.0F;
-    ret[COL_FULL * 3 + 2] = 0.0F;
-
-    ret[COL_EMPTY * 3 + 0] = 1.0F;
-    ret[COL_EMPTY * 3 + 1] = 1.0F;
-    ret[COL_EMPTY * 3 + 2] = 1.0F;
+    for (i = 0; i < 3; i++) {
+        ret[COL_GRID    * 3 + i] = 0.3F;
+        ret[COL_UNKNOWN * 3 + i] = 0.5F;
+        ret[COL_TEXT    * 3 + i] = 0.0F;
+        ret[COL_FULL    * 3 + i] = 0.0F;
+        ret[COL_EMPTY   * 3 + i] = 1.0F;
+    }
+    ret[COL_CURSOR * 3 + 0] = 1.0F;
+    ret[COL_CURSOR * 3 + 1] = 0.25F;
+    ret[COL_CURSOR * 3 + 2] = 0.25F;
 
     *ncolours = NCOLOURS;
     return ret;
 }
 
-static game_drawstate *game_new_drawstate(game_state *state)
+static game_drawstate *game_new_drawstate(drawing *dr, game_state *state)
 {
     struct game_drawstate *ds = snew(struct game_drawstate);
 
@@ -995,22 +1045,23 @@ static game_drawstate *game_new_drawstate(game_state *state)
     ds->visible = snewn(ds->w * ds->h, unsigned char);
     ds->tilesize = 0;                  /* not decided yet */
     memset(ds->visible, 255, ds->w * ds->h);
+    ds->cur_x = ds->cur_y = 0;
 
     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 grid_square(frontend *fe, game_drawstate *ds,
-                        int y, int x, int state)
+static void grid_square(drawing *dr, game_drawstate *ds,
+                        int y, int x, int state, int cur)
 {
-    int xl, xr, yt, yb;
+    int xl, xr, yt, yb, dx, dy, dw, dh;
 
-    draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
+    draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
               TILE_SIZE, TILE_SIZE, COL_GRID);
 
     xl = (x % 5 == 0 ? 1 : 0);
@@ -1018,21 +1069,73 @@ static void grid_square(frontend *fe, game_drawstate *ds,
     xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0);
     yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0);
 
-    draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt,
-              TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1,
+    dx = TOCOORD(ds->w, x) + 1 + xl;
+    dy = TOCOORD(ds->h, y) + 1 + yt;
+    dw = TILE_SIZE - xl - xr - 1;
+    dh = TILE_SIZE - yt - yb - 1;
+
+    draw_rect(dr, dx, dy, dw, dh,
               (state == GRID_FULL ? COL_FULL :
                state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN));
+    if (cur) {
+        draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR);
+        draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR);
+    }
 
-    draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
+    draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y),
                 TILE_SIZE, TILE_SIZE);
 }
 
-static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
+static void draw_numbers(drawing *dr, game_drawstate *ds, game_state *state,
+                        int colour)
+{
+    int i, j;
+
+    /*
+     * Draw the numbers.
+     */
+    for (i = 0; i < state->w + state->h; i++) {
+       int rowlen = state->rowlen[i];
+       int *rowdata = state->rowdata + state->rowsize * i;
+       int nfit;
+
+       /*
+        * Normally I space the numbers out by the same
+        * distance as the tile size. However, if there are
+        * more numbers than available spaces, I have to squash
+        * them up a bit.
+        */
+       nfit = max(rowlen, TLBORDER(state->h))-1;
+       assert(nfit > 0);
+
+       for (j = 0; j < rowlen; j++) {
+           int x, y;
+           char str[80];
+
+           if (i < state->w) {
+               x = TOCOORD(state->w, i);
+               y = BORDER + TILE_SIZE * (TLBORDER(state->h)-1);
+               y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit;
+           } else {
+               y = TOCOORD(state->h, i - state->w);
+               x = BORDER + TILE_SIZE * (TLBORDER(state->w)-1);
+               x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit;
+           }
+
+           sprintf(str, "%d", rowdata[j]);
+           draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
+                     TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str);
+       }
+    }
+}
+
+static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
                         game_state *state, int dir, game_ui *ui,
                         float animtime, float flashtime)
 {
     int i, j;
     int x1, x2, y1, y2;
+    int cx, cy, cmoved;
 
     if (!ds->started) {
         /*
@@ -1041,56 +1144,23 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
          * all games should start by drawing a big background-
          * colour rectangle covering the whole window.
          */
-        draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
-
-        /*
-         * Draw the numbers.
-         */
-        for (i = 0; i < ds->w + ds->h; i++) {
-            int rowlen = state->rowlen[i];
-            int *rowdata = state->rowdata + state->rowsize * i;
-           int nfit;
-
-           /*
-            * Normally I space the numbers out by the same
-            * distance as the tile size. However, if there are
-            * more numbers than available spaces, I have to squash
-            * them up a bit.
-            */
-           nfit = max(rowlen, TLBORDER(ds->h))-1;
-           assert(nfit > 0);
-
-            for (j = 0; j < rowlen; j++) {
-                int x, y;
-                char str[80];
-
-                if (i < ds->w) {
-                    x = TOCOORD(ds->w, i);
-                    y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1);
-                   y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
-                } else {
-                    y = TOCOORD(ds->h, i - ds->w);
-                    x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1);
-                   x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit;
-                }
+        draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND);
 
-                sprintf(str, "%d", rowdata[j]);
-                draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE,
-                          TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE,
-                          COL_FULL, str);   /* FIXME: COL_TEXT */
-            }
-        }
+       /*
+        * Draw the numbers.
+        */
+       draw_numbers(dr, ds, state, COL_TEXT);
 
         /*
          * Draw the grid outline.
          */
-        draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
+        draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1,
                   ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3,
                   COL_GRID);
 
         ds->started = TRUE;
 
-       draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h));
+       draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h));
     }
 
     if (ui->dragging) {
@@ -1102,13 +1172,20 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
         x1 = x2 = y1 = y2 = -1;        /* placate gcc warnings */
     }
 
+    if (ui->cur_visible) {
+        cx = ui->cur_x; cy = ui->cur_y;
+    } else {
+        cx = cy = -1;
+    }
+    cmoved = (cx != ds->cur_x || cy != ds->cur_y);
+
     /*
      * Now draw any grid squares which have changed since last
      * redraw.
      */
     for (i = 0; i < ds->h; i++) {
         for (j = 0; j < ds->w; j++) {
-            int val;
+            int val, cc = 0;
 
             /*
              * Work out what state this square should be drawn in,
@@ -1119,6 +1196,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
             else
                 val = state->grid[i * state->w + j];
 
+            if (cmoved) {
+                /* the cursor has moved; if we were the old or
+                 * the new cursor position we need to redraw. */
+                if (j == cx && i == cy) cc = 1;
+                if (j == ds->cur_x && i == ds->cur_y) cc = 1;
+            }
+
             /*
              * Briefly invert everything twice during a completion
              * flash.
@@ -1128,12 +1212,14 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
                 val != GRID_UNKNOWN)
                 val = (GRID_FULL ^ GRID_EMPTY) ^ val;
 
-            if (ds->visible[i * ds->w + j] != val) {
-                grid_square(fe, ds, i, j, val);
+            if (ds->visible[i * ds->w + j] != val || cc) {
+                grid_square(dr, ds, i, j, val,
+                            (j == cx && i == cy));
                 ds->visible[i * ds->w + j] = val;
             }
         }
     }
+    ds->cur_x = cx; ds->cur_y = cy;
 }
 
 static float game_anim_length(game_state *oldstate,
@@ -1151,14 +1237,73 @@ 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 FALSE;
+    return TRUE;
 }
 
-static int game_timing_state(game_state *state)
+static void game_print_size(game_params *params, float *x, float *y)
 {
-    return TRUE;
+    int pw, ph;
+
+    /*
+     * I'll use 5mm squares by default.
+     */
+    game_compute_size(params, 500, &pw, &ph);
+    *x = pw / 100.0F;
+    *y = ph / 100.0F;
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+    int w = state->w, h = state->h;
+    int ink = print_mono_colour(dr, 0);
+    int x, y;
+
+    /* Ick: fake up `ds->tilesize' for macro expansion purposes */
+    game_drawstate ads, *ds = &ads;
+    game_set_size(dr, ds, NULL, tilesize);
+
+    /*
+     * Border.
+     */
+    print_line_width(dr, TILE_SIZE / 16);
+    draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0),
+                     w*TILE_SIZE, h*TILE_SIZE, ink);
+
+    /*
+     * Grid.
+     */
+    for (x = 1; x < w; x++) {
+       print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24));
+       draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0),
+                 TOCOORD(w, x), TOCOORD(h, h), ink);
+    }
+    for (y = 1; y < h; y++) {
+       print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24));
+       draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y),
+                 TOCOORD(w, w), TOCOORD(h, y), ink);
+    }
+
+    /*
+     * Clues.
+     */
+    draw_numbers(dr, ds, state, ink);
+
+    /*
+     * Solution.
+     */
+    print_line_width(dr, TILE_SIZE / 128);
+    for (y = 0; y < h; y++)
+       for (x = 0; x < w; x++) {
+           if (state->grid[y*w+x] == GRID_FULL)
+               draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y),
+                         TILE_SIZE, TILE_SIZE, ink);
+           else if (state->grid[y*w+x] == GRID_EMPTY)
+               draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2,
+                           TOCOORD(h, y) + TILE_SIZE/2,
+                           TILE_SIZE/12, ink, ink);
+       }
 }
 
 #ifdef COMBINED
@@ -1166,7 +1311,7 @@ static int game_timing_state(game_state *state)
 #endif
 
 const struct game thegame = {
-    "Pattern", "games.pattern",
+    "Pattern", "games.pattern", "pattern",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -1181,7 +1326,7 @@ const struct game thegame = {
     dup_game,
     free_game,
     TRUE, solve_game,
-    FALSE, game_text_format,
+    FALSE, game_can_format_as_text_now, game_text_format,
     new_ui,
     free_ui,
     encode_ui,
@@ -1189,68 +1334,31 @@ const struct game thegame = {
     game_changed_state,
     interpret_move,
     execute_move,
-    game_size,
+    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,
+    TRUE, FALSE, game_print_size, game_print,
+    FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,
-    0,                                /* mouse_priorities */
+    REQUIRE_RBUTTON,                  /* flags */
 };
 
 #ifdef STANDALONE_SOLVER
 
-/*
- * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c
- */
-
-#include <stdarg.h>
-
-void frontend_default_colour(frontend *fe, float *output) {}
-void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize,
-               int align, int colour, char *text) {}
-void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {}
-void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {}
-void draw_polygon(frontend *fe, int *coords, int npoints,
-                  int fill, int colour) {}
-void clip(frontend *fe, int x, int y, int w, int h) {}
-void unclip(frontend *fe) {}
-void start_draw(frontend *fe) {}
-void draw_update(frontend *fe, int x, int y, int w, int h) {}
-void end_draw(frontend *fe) {}
-unsigned long random_upto(random_state *state, unsigned long limit)
-{ assert(!"Shouldn't get randomness"); return 0; }
-
-void fatal(char *fmt, ...)
-{
-    va_list ap;
-
-    fprintf(stderr, "fatal error: ");
-
-    va_start(ap, fmt);
-    vfprintf(stderr, fmt, ap);
-    va_end(ap);
-
-    fprintf(stderr, "\n");
-    exit(1);
-}
-
 int main(int argc, char **argv)
 {
     game_params *p;
     game_state *s;
-    int recurse = TRUE;
     char *id = NULL, *desc, *err;
-    int y, x;
-    int grade = FALSE;
 
     while (--argc > 0) {
         char *p = *++argv;
        if (*p == '-') {
-            fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0]);
+            fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p);
             return 1;
         } else {
             id = p;
@@ -1323,3 +1431,5 @@ int main(int argc, char **argv)
 }
 
 #endif
+
+/* vim: set shiftwidth=4 tabstop=8: */