*/
static char *new_game_desc(game_params *params, random_state *rs,
- game_aux_info **aux, int interactive)
+ char **aux, int interactive)
{
char *ret;
int n, i, j, c, retlen, *tiles;
return ret;
}
-static void game_free_aux_info(game_aux_info *aux)
-{
- assert(!"Shouldn't happen");
-}
-
static char *validate_desc(game_params *params, char *desc)
{
int area = params->w * params->h, i;
}
static char *solve_game(game_state *state, game_state *currstate,
- game_aux_info *aux, char **error)
+ char *aux, char **error)
{
return NULL;
}
sfree(ui);
}
+static char *encode_ui(game_ui *ui)
+{
+ return NULL;
+}
+
+static void decode_ui(game_ui *ui, char *encoding)
+{
+}
+
static void sel_clear(game_ui *ui, game_state *state)
{
int i;
static void game_size(game_params *params, game_drawstate *ds, int *x, int *y,
int expand)
{
- int tsx, tsy, ts;
+ double tsx, tsy, ts;
/*
* We could choose the tile gap dynamically as well if we
* We must cast to unsigned before adding to *x and *y, since
* they might be INT_MAX!
*/
- tsx = (unsigned)(*x + ds->tilegap) / (params->w + 1);
- tsy = (unsigned)(*y + ds->tilegap) / (params->h + 1);
+ tsx = ((double)*x + (double)ds->tilegap) / ((double)params->w + 1.0);
+ tsy = ((double)*y + (double)ds->tilegap) / ((double)params->h + 1.0);
ts = min(tsx, tsy);
if (expand)
- ds->tileinner = ts - ds->tilegap;
+ ds->tileinner = (int)(ts+0.5) - ds->tilegap;
else
- ds->tileinner = min(ts, PREFERRED_TILE_SIZE) - ds->tilegap;
+ ds->tileinner = min((int)ts, PREFERRED_TILE_SIZE) - ds->tilegap;
*x = TILE_SIZE * params->w + 2 * BORDER - TILE_GAP;
*y = TILE_SIZE * params->h + 2 * BORDER - TILE_GAP;
TRUE, game_configure, custom_params,
validate_params,
new_game_desc,
- game_free_aux_info,
validate_desc,
new_game,
dup_game,
TRUE, game_text_format,
new_ui,
free_ui,
+ encode_ui,
+ decode_ui,
game_changed_state,
interpret_move,
execute_move,