X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/a96666e43001d9967785dfb7ee7a22aaef6eccaa..9b185b04d84ce479f224700d1dc83497719e22df:/twiddle.c diff --git a/twiddle.c b/twiddle.c index 871bd7f..daf691c 100644 --- a/twiddle.c +++ b/twiddle.c @@ -14,14 +14,13 @@ #include "puzzles.h" -#define TILE_SIZE 48 +#define PREFERRED_TILE_SIZE 48 +#define TILE_SIZE (ds->tilesize) #define BORDER (TILE_SIZE / 2) #define HIGHLIGHT_WIDTH (TILE_SIZE / 20) #define COORD(x) ( (x) * TILE_SIZE + BORDER ) #define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 ) -#define PI 3.141592653589793238462643383279502884197169399 - #define ANIM_PER_RADIUS_UNIT 0.13F #define FLASH_FRAME 0.13F @@ -47,7 +46,6 @@ struct game_state { int orientable; int *grid; int completed; - int just_used_solve; /* used to suppress undo animation */ int used_solve; /* used to suppress completion flash */ int movecount, movetarget; int lastx, lasty, lastr; /* coordinates of last rotation */ @@ -109,16 +107,16 @@ static void decode_params(game_params *ret, char const *string) ret->n = 2; ret->rowsonly = ret->orientable = FALSE; ret->movetarget = 0; - while (*string && isdigit(*string)) string++; + while (*string && isdigit((unsigned char)*string)) string++; if (*string == 'x') { string++; ret->h = atoi(string); - while (*string && isdigit(*string)) string++; + while (*string && isdigit((unsigned char)*string)) string++; } if (*string == 'n') { string++; ret->n = atoi(string); - while (*string && isdigit(*string)) string++; + while (*string && isdigit((unsigned char)*string)) string++; } while (*string) { if (*string == 'r') { @@ -128,7 +126,7 @@ static void decode_params(game_params *ret, char const *string) } else if (*string == 'm') { string++; ret->movetarget = atoi(string); - while (string[1] && isdigit(string[1])) string++; + while (string[1] && isdigit((unsigned char)string[1])) string++; } string++; } @@ -210,7 +208,7 @@ 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->n < 2) return "Rotation radius must be at least two"; @@ -262,12 +260,12 @@ static void do_rotate(int *grid, int w, int h, int n, int orientable, for (j = 0; j < n/2; j++) { int k; int g[4]; - int p[4] = { - j*w+i, - i*w+(n-j-1), - (n-j-1)*w+(n-i-1), - (n-i-1)*w+j - }; + int p[4]; + + p[0] = j*w+i; + p[1] = i*w+(n-j-1); + p[2] = (n-j-1)*w+(n-i-1); + p[3] = (n-i-1)*w+j; for (k = 0; k < 4; k++) g[k] = grid[p[k]]; @@ -308,7 +306,7 @@ static int grid_complete(int *grid, int wh, int orientable) } static char *new_game_desc(game_params *params, random_state *rs, - game_aux_info **aux) + char **aux, int interactive) { int *grid; int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -333,38 +331,76 @@ static char *new_game_desc(game_params *params, random_state *rs, */ total_moves = params->movetarget; if (!total_moves) + /* Add a random move to avoid parity issues. */ total_moves = w*h*n*n*2 + random_upto(rs, 2); do { - int oldx = -1, oldy = -1, oldr = -1; + int *prevmoves; + int rw, rh; /* w/h of rotation centre space */ + + rw = w - n + 1; + rh = h - n + 1; + prevmoves = snewn(rw * rh, int); + for (i = 0; i < rw * rh; i++) + prevmoves[i] = 0; for (i = 0; i < total_moves; i++) { - int x, y, r; + int x, y, r, oldtotal, newtotal, dx, dy; do { x = random_upto(rs, w - n + 1); y = random_upto(rs, h - n + 1); - r = 1 + 2 * random_upto(rs, 2); - } while (x == oldx && y == oldy && (oldr == 0 || r == oldr)); - - do_rotate(grid, w, h, n, params->orientable, - x, y, r); + r = 2 * random_upto(rs, 2) - 1; + + /* + * See if any previous rotations has happened at + * this point which nothing has overlapped since. + * If so, ensure we haven't either undone a + * previous move or repeated one so many times that + * it turns into fewer moves in the inverse + * direction (i.e. three identical rotations). + */ + oldtotal = prevmoves[y*rw+x]; + newtotal = oldtotal + r; + + /* + * Special case here for w==h==n, in which case + * there is actually no way to _avoid_ all moves + * repeating or undoing previous ones. + */ + } while ((w != n || h != n) && + (abs(newtotal) < abs(oldtotal) || abs(newtotal) > 2)); + + do_rotate(grid, w, h, n, params->orientable, x, y, r); /* - * Prevent immediate reversal of a previous move, or - * execution of three consecutive identical moves - * adding up to a single inverse move. One exception is - * when we only _have_ one x,y setting. + * Log the rotation we've just performed at this point, + * for inversion detection in the next move. + * + * Also zero a section of the prevmoves array, because + * any rotation area which _overlaps_ this one is now + * entirely safe to perform further moves in. + * + * Two rotation areas overlap if their top left + * coordinates differ by strictly less than n in both + * directions */ - if (w != n || h != n) { - if (oldx == x && oldy == y) - oldr = 0; /* now avoid _any_ move in this x,y */ - else - oldr = -r & 3; /* only prohibit the exact inverse */ - oldx = x; - oldy = y; + prevmoves[y*rw+x] += r; + for (dy = -n+1; dy <= n-1; dy++) { + if (y + dy < 0 || y + dy >= rh) + continue; + for (dx = -n+1; dx <= n-1; dx++) { + if (x + dx < 0 || x + dx >= rw) + continue; + if (dx == 0 && dy == 0) + continue; + prevmoves[(y+dy)*rw+(x+dx)] = 0; + } } } + + sfree(prevmoves); + } while (grid_complete(grid, wh, params->orientable)); /* @@ -380,7 +416,7 @@ static char *new_game_desc(game_params *params, random_state *rs, int k; k = sprintf(buf, "%d%c", grid[i] / 4, - params->orientable ? "uldr"[grid[i] & 3] : ','); + (char)(params->orientable ? "uldr"[grid[i] & 3] : ',')); ret = sresize(ret, retlen + k + 1, char); strcpy(ret + retlen, buf); @@ -393,11 +429,6 @@ static char *new_game_desc(game_params *params, random_state *rs, 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) { char *p, *err; @@ -428,7 +459,7 @@ static char *validate_desc(game_params *params, char *desc) return NULL; } -static game_state *new_game(game_params *params, char *desc) +static game_state *new_game(midend *me, game_params *params, char *desc) { game_state *state = snew(game_state); int w = params->w, h = params->h, n = params->n, wh = w*h; @@ -440,7 +471,7 @@ static game_state *new_game(game_params *params, char *desc) state->n = n; state->orientable = params->orientable; state->completed = 0; - state->used_solve = state->just_used_solve = FALSE; + state->used_solve = FALSE; state->movecount = 0; state->movetarget = params->movetarget; state->lastx = state->lasty = state->lastr = -1; @@ -483,7 +514,6 @@ static game_state *dup_game(game_state *state) ret->lasty = state->lasty; ret->lastr = state->lastr; ret->used_solve = state->used_solve; - ret->just_used_solve = state->just_used_solve; ret->grid = snewn(ret->w * ret->h, int); memcpy(ret->grid, state->grid, ret->w * ret->h * sizeof(int)); @@ -509,26 +539,10 @@ static int compare_int(const void *av, const void *bv) return 0; } -static game_state *solve_game(game_state *state, game_aux_info *aux, - char **error) +static char *solve_game(game_state *state, game_state *currstate, + char *aux, char **error) { - game_state *ret = dup_game(state); - int i; - - /* - * Simply replace the grid with a solved one. For this game, - * this isn't a useful operation for actually telling the user - * what they should have done, but it is useful for - * conveniently being able to get hold of a clean state from - * which to practise manoeuvres. - */ - qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int); - for (i = 0; i < ret->w*ret->h; i++) - ret->grid[i] &= ~3; - ret->used_solve = ret->just_used_solve = TRUE; - ret->completed = ret->movecount = 1; - - return ret; + return dupstr("S"); } static char *game_text_format(game_state *state) @@ -587,13 +601,36 @@ static void free_ui(game_ui *ui) { } -static game_state *make_move(game_state *from, game_ui *ui, int x, int y, - int button) +static char *encode_ui(game_ui *ui) { - int w = from->w, h = from->h, n = from->n, wh = w*h; - game_state *ret; + return NULL; +} + +static void decode_ui(game_ui *ui, char *encoding) +{ +} + +static void game_changed_state(game_ui *ui, game_state *oldstate, + game_state *newstate) +{ +} + +struct game_drawstate { + int started; + int w, h, bgcolour; + int *grid; + int tilesize; +}; + +static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, + int x, int y, int button) +{ + int w = state->w, h = state->h, n = state->n /* , wh = w*h */; + char buf[80]; int dir; + button = button & (~MOD_MASK | MOD_NUM_KEYPAD); + if (button == LEFT_BUTTON || button == RIGHT_BUTTON) { /* * Determine the coordinates of the click. We offset by n-1 @@ -647,10 +684,44 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y, } /* - * This is a valid move. Make it. + * If we reach here, we have a valid move. */ + sprintf(buf, "M%d,%d,%d", x, y, dir); + return dupstr(buf); +} + +static game_state *execute_move(game_state *from, char *move) +{ + game_state *ret; + int w = from->w, h = from->h, n = from->n, wh = w*h; + int x, y, dir; + + if (!strcmp(move, "S")) { + int i; + ret = dup_game(from); + + /* + * Simply replace the grid with a solved one. For this game, + * this isn't a useful operation for actually telling the user + * what they should have done, but it is useful for + * conveniently being able to get hold of a clean state from + * which to practise manoeuvres. + */ + qsort(ret->grid, ret->w*ret->h, sizeof(int), compare_int); + for (i = 0; i < ret->w*ret->h; i++) + ret->grid[i] &= ~3; + ret->used_solve = TRUE; + ret->completed = ret->movecount = 1; + + return ret; + } + + if (move[0] != 'M' || + sscanf(move+1, "%d,%d,%d", &x, &y, &dir) != 3 || + x < 0 || y < 0 || x > from->w - n || y > from->h - n) + return NULL; /* can't parse this move string */ + ret = dup_game(from); - ret->just_used_solve = FALSE; /* zero this in a hurry */ ret->movecount++; do_rotate(ret->grid, w, h, n, ret->orientable, x, y, dir); ret->lastx = x; @@ -670,43 +741,32 @@ static game_state *make_move(game_state *from, game_ui *ui, int x, int y, * Drawing routines. */ -struct game_drawstate { - int started; - int w, h, bgcolour; - int *grid; -}; - -static void game_size(game_params *params, int *x, int *y) +static void game_compute_size(game_params *params, int tilesize, + int *x, int *y) { + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + struct { int tilesize; } ads, *ds = &ads; + ads.tilesize = tilesize; + *x = TILE_SIZE * params->w + 2 * BORDER; *y = TILE_SIZE * params->h + 2 * BORDER; } -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; - float max; - frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); - - /* - * Drop the background colour so that the highlight is - * noticeably brighter than it while still being under 1. - */ - max = ret[COL_BACKGROUND*3]; - for (i = 1; i < 3; i++) - if (ret[COL_BACKGROUND*3+i] > max) - max = ret[COL_BACKGROUND*3+i]; - if (max * 1.2F > 1.0F) { - for (i = 0; i < 3; i++) - ret[COL_BACKGROUND*3+i] /= (max * 1.2F); - } + game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); for (i = 0; i < 3; i++) { - ret[COL_HIGHLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.2F; ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; - ret[COL_LOWLIGHT * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.8F; ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; ret[COL_TEXT * 3 + i] = 0.0; } @@ -715,7 +775,7 @@ static float *game_colours(frontend *fe, game_state *state, int *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); int i; @@ -725,14 +785,16 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->h = state->h; ds->bgcolour = COL_BACKGROUND; ds->grid = snewn(ds->w*ds->h, int); + ds->tilesize = 0; /* haven't decided yet */ for (i = 0; i < ds->w*ds->h; i++) ds->grid[i] = -1; return ds; } -static void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, game_drawstate *ds) { + sfree(ds->grid); sfree(ds); } @@ -757,8 +819,9 @@ static void rotate(int *xy, struct rotation *rot) } } -static void draw_tile(frontend *fe, game_state *state, int x, int y, - int tile, int flash_colour, struct rotation *rot) +static void draw_tile(drawing *dr, game_drawstate *ds, game_state *state, + int x, int y, int tile, int flash_colour, + struct rotation *rot) { int coords[8]; char str[40]; @@ -774,7 +837,7 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, rot = NULL; if (rot) - clip(fe, rot->cx, rot->cy, rot->cw, rot->ch); + clip(dr, rot->cx, rot->cy, rot->cw, rot->ch); /* * We must draw each side of the tile's highlight separately, @@ -794,29 +857,29 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, coords[2] = x + TILE_SIZE - 1; coords[3] = y; rotate(coords+2, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->rc : COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->rc : COL_LOWLIGHT); + draw_polygon(dr, coords, 3, rot ? rot->rc : COL_LOWLIGHT, + rot ? rot->rc : COL_LOWLIGHT); /* Bottom side. */ coords[2] = x; coords[3] = y + TILE_SIZE - 1; rotate(coords+2, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->bc : COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->bc : COL_LOWLIGHT); + draw_polygon(dr, coords, 3, rot ? rot->bc : COL_LOWLIGHT, + rot ? rot->bc : COL_LOWLIGHT); /* Left side. */ coords[0] = x; coords[1] = y; rotate(coords+0, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->lc : COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->lc : COL_HIGHLIGHT); + draw_polygon(dr, coords, 3, rot ? rot->lc : COL_HIGHLIGHT, + rot ? rot->lc : COL_HIGHLIGHT); /* Top side. */ coords[2] = x + TILE_SIZE - 1; coords[3] = y; rotate(coords+2, rot); - draw_polygon(fe, coords, 3, TRUE, rot ? rot->tc : COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, rot ? rot->tc : COL_HIGHLIGHT); + draw_polygon(dr, coords, 3, rot ? rot->tc : COL_HIGHLIGHT, + rot ? rot->tc : COL_HIGHLIGHT); /* * Now the main blank area in the centre of the tile. @@ -834,10 +897,9 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, coords[6] = x + TILE_SIZE - 1 - HIGHLIGHT_WIDTH; coords[7] = y + HIGHLIGHT_WIDTH; rotate(coords+6, rot); - draw_polygon(fe, coords, 4, TRUE, flash_colour); - draw_polygon(fe, coords, 4, FALSE, flash_colour); + draw_polygon(dr, coords, 4, flash_colour, flash_colour); } else { - draw_rect(fe, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, + draw_rect(dr, x + HIGHLIGHT_WIDTH, y + HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, TILE_SIZE - 2*HIGHLIGHT_WIDTH, flash_colour); } @@ -881,22 +943,21 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y, coords[4] = cx - displ * ydx; coords[5] = cy - displ * ydy; rotate(coords+4, rot); - draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE); - draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE); + draw_polygon(dr, coords, 3, COL_LOWLIGHT_GENTLE, COL_LOWLIGHT_GENTLE); } coords[0] = x + TILE_SIZE/2; coords[1] = y + TILE_SIZE/2; rotate(coords+0, rot); sprintf(str, "%d", tile / 4); - draw_text(fe, coords[0], coords[1], + draw_text(dr, coords[0], coords[1], FONT_VARIABLE, TILE_SIZE/3, ALIGN_VCENTRE | ALIGN_HCENTRE, COL_TEXT, str); if (rot) - unclip(fe); + unclip(dr); - draw_update(fe, x, y, TILE_SIZE, TILE_SIZE); + draw_update(dr, x, y, TILE_SIZE, TILE_SIZE); } static int highlight_colour(float angle) @@ -940,17 +1001,13 @@ static int highlight_colour(float angle) } static float game_anim_length(game_state *oldstate, game_state *newstate, - int dir) + int dir, game_ui *ui) { - if ((dir > 0 && newstate->just_used_solve) || - (dir < 0 && oldstate->just_used_solve)) - return 0.0F; - else - return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); + return ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1); } static float game_flash_length(game_state *oldstate, game_state *newstate, - int dir) + int dir, game_ui *ui) { if (!oldstate->completed && newstate->completed && !oldstate->used_solve && !newstate->used_solve) @@ -959,7 +1016,7 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, +static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) { @@ -974,12 +1031,12 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, bgcolour = COL_BACKGROUND; if (!ds->started) { - int coords[6]; + int coords[10]; - draw_rect(fe, 0, 0, + draw_rect(dr, 0, 0, TILE_SIZE * state->w + 2 * BORDER, TILE_SIZE * state->h + 2 * BORDER, COL_BACKGROUND); - draw_update(fe, 0, 0, + draw_update(dr, 0, 0, TILE_SIZE * state->w + 2 * BORDER, TILE_SIZE * state->h + 2 * BORDER); @@ -990,15 +1047,17 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, coords[1] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; coords[2] = COORD(state->w) + HIGHLIGHT_WIDTH - 1; coords[3] = COORD(0) - HIGHLIGHT_WIDTH; - coords[4] = COORD(0) - HIGHLIGHT_WIDTH; - coords[5] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; - draw_polygon(fe, coords, 3, TRUE, COL_HIGHLIGHT); - draw_polygon(fe, coords, 3, FALSE, COL_HIGHLIGHT); + coords[4] = coords[2] - TILE_SIZE; + coords[5] = coords[3] + TILE_SIZE; + coords[8] = COORD(0) - HIGHLIGHT_WIDTH; + coords[9] = COORD(state->h) + HIGHLIGHT_WIDTH - 1; + coords[6] = coords[8] + TILE_SIZE; + coords[7] = coords[9] - TILE_SIZE; + draw_polygon(dr, coords, 5, COL_HIGHLIGHT, COL_HIGHLIGHT); coords[1] = COORD(0) - HIGHLIGHT_WIDTH; coords[0] = COORD(0) - HIGHLIGHT_WIDTH; - draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT); - draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT); + draw_polygon(dr, coords, 5, COL_LOWLIGHT, COL_LOWLIGHT); ds->started = TRUE; } @@ -1010,7 +1069,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, */ if (oldstate) { float angle; - float anim_max = game_anim_length(oldstate, state, dir); + float anim_max = game_anim_length(oldstate, state, dir, ui); if (dir > 0) { lastx = state->lastx; @@ -1040,7 +1099,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, rot->tc = highlight_colour(PI/2 + angle); rot->bc = highlight_colour(-PI/2 + angle); - draw_rect(fe, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); + draw_rect(dr, rot->cx, rot->cy, rot->cw, rot->ch, bgcolour); } else rot = NULL; @@ -1069,7 +1128,7 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, ds->grid[i] != t || ds->grid[i] == -1 || t == -1) { int x = COORD(tx), y = COORD(ty); - draw_tile(fe, state, x, y, state->grid[i], bgcolour, rot); + draw_tile(dr, ds, state, x, y, state->grid[i], bgcolour, rot); ds->grid[i] = t; } } @@ -1100,15 +1159,23 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, state->movetarget); } - status_bar(fe, statusbuf); + status_bar(dr, statusbuf); } } -static int game_wants_statusbar(void) +static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; } +static void game_print_size(game_params *params, float *x, float *y) +{ +} + +static void game_print(drawing *dr, game_state *state, int tilesize) +{ +} + #ifdef COMBINED #define thegame twiddle #endif @@ -1124,7 +1191,6 @@ const struct game thegame = { TRUE, game_configure, custom_params, validate_params, new_game_desc, - game_free_aux_info, validate_desc, new_game, dup_game, @@ -1133,13 +1199,20 @@ const struct game thegame = { TRUE, game_text_format, new_ui, free_ui, - make_move, - game_size, + encode_ui, + decode_ui, + game_changed_state, + interpret_move, + execute_move, + 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, + FALSE, FALSE, game_print_size, game_print, + TRUE, /* wants_statusbar */ + FALSE, game_timing_state, + 0, /* flags */ };