From a8a903db475885c719bb242b669a2675e702ea68 Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Sat, 16 Jul 2005 19:51:53 +0000 Subject: 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] --- puzzles.h | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'puzzles.h') 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; -- cgit v1.1