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| author | Simon Tatham <anakin@pobox.com> | 2005-07-16 19:51:53 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2005-07-16 19:51:53 +0000 |
| commit | a8a903db475885c719bb242b669a2675e702ea68 (patch) | |
| tree | 8bfb39578a2eb50a79f59b8b1a366f71d569adbd /puzzles.h | |
| parent | c5edffdd2c38080d86747e2dfc9c796665fa3c96 (diff) | |
| download | puzzles-a8a903db475885c719bb242b669a2675e702ea68.zip puzzles-a8a903db475885c719bb242b669a2675e702ea68.tar.gz puzzles-a8a903db475885c719bb242b669a2675e702ea68.tar.bz2 puzzles-a8a903db475885c719bb242b669a2675e702ea68.tar.xz | |
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.h | 4 |
1 files changed, 4 insertions, 0 deletions
@@ -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; |