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authorSimon Tatham <anakin@pobox.com>2005-07-16 19:51:53 +0000
committerSimon Tatham <anakin@pobox.com>2005-07-16 19:51:53 +0000
commita8a903db475885c719bb242b669a2675e702ea68 (patch)
tree8bfb39578a2eb50a79f59b8b1a366f71d569adbd /list.c
parentc5edffdd2c38080d86747e2dfc9c796665fa3c96 (diff)
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New puzzle: `Untangle', cloned (with the addition of random grid
generation) from a simple but rather fun Flash game I saw this morning. Small infrastructure change for this puzzle: while most game backends find the midend's assumption that Solve moves are never animated to be a convenience absolving them of having to handle the special case themselves, this one actually needs Solve to be animated. Rather than break that convenience for the other puzzles, I've introduced a flag bit (which I've shoved in mouse_priorities for the moment, shamefully without changing its name). [originally from svn r6097]
Diffstat (limited to 'list.c')
-rw-r--r--list.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/list.c b/list.c
index 785e9bb..5f4839c 100644
--- a/list.c
+++ b/list.c
@@ -32,6 +32,7 @@ extern const game samegame;
extern const game sixteen;
extern const game solo;
extern const game twiddle;
+extern const game untangle;
const game *gamelist[] = {
&cube,
@@ -49,6 +50,7 @@ const game *gamelist[] = {
&sixteen,
&solo,
&twiddle,
+ &untangle,
};
const int gamecount = lenof(gamelist);