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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 /puzzles.h
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 'puzzles.h')
-rw-r--r--puzzles.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/puzzles.h b/puzzles.h
index 1c3ae59..5c19e02 100644
--- a/puzzles.h
+++ b/puzzles.h
@@ -62,6 +62,10 @@ enum {
/* Bit flags indicating mouse button priorities */
#define BUTTON_BEATS(x,y) ( 1 << (((x)-LEFT_BUTTON)*3+(y)-LEFT_BUTTON) )
+/* Another random flag that goes in the mouse priorities section for want
+ * of a better place to put it */
+#define SOLVE_ANIMATES ( 1 << 9 )
+
#define IGNOREARG(x) ( (x) = (x) )
typedef struct frontend frontend;