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Files

indicates whether a particular game state should have the timer going (for Mines the initial indeterminate state does not have this property, and neither does a dead or won state); a midend function that optionally (on request from the game) prepends a timer to the front of the status bar text; some complicated midend timing code. It's not great. It's ugly; it's probably slightly inaccurate; it's got no provision for anyone but the game author decreeing whether a game is timed or not. But Mines can't be taken seriously without a timer, so it's a start. [originally from svn r5866]
258 lines
4.8 KiB
C
258 lines
4.8 KiB
C
/*
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* nullgame.c [FIXME]: Template defining the null game (in which no
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* moves are permitted and nothing is ever drawn). This file exists
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* solely as a basis for constructing new game definitions - it
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* helps to have something which will compile from the word go and
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* merely doesn't _do_ very much yet.
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*
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* Parts labelled FIXME actually want _removing_ (e.g. the dummy
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* field in each of the required data structures, and this entire
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* comment itself) when converting this source file into one
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* describing a real game.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <ctype.h>
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#include <math.h>
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#include "puzzles.h"
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enum {
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COL_BACKGROUND,
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NCOLOURS
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};
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struct game_params {
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int FIXME;
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};
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struct game_state {
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int FIXME;
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};
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static game_params *default_params(void)
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{
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game_params *ret = snew(game_params);
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ret->FIXME = 0;
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return ret;
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}
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static int game_fetch_preset(int i, char **name, game_params **params)
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{
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return FALSE;
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}
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static void free_params(game_params *params)
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{
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sfree(params);
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}
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static game_params *dup_params(game_params *params)
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{
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game_params *ret = snew(game_params);
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*ret = *params; /* structure copy */
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return ret;
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}
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static void decode_params(game_params *params, char const *string)
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{
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}
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static char *encode_params(game_params *params, int full)
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{
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return dupstr("FIXME");
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}
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static config_item *game_configure(game_params *params)
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{
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return NULL;
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}
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static game_params *custom_params(config_item *cfg)
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{
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return NULL;
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}
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static char *validate_params(game_params *params)
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{
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return NULL;
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}
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static char *new_game_desc(game_params *params, random_state *rs,
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game_aux_info **aux)
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{
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return dupstr("FIXME");
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}
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static void game_free_aux_info(game_aux_info *aux)
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{
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assert(!"Shouldn't happen");
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}
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static char *validate_desc(game_params *params, char *desc)
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{
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return NULL;
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}
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static game_state *new_game(midend_data *me, game_params *params, char *desc)
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{
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game_state *state = snew(game_state);
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state->FIXME = 0;
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return state;
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}
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static game_state *dup_game(game_state *state)
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{
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game_state *ret = snew(game_state);
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ret->FIXME = state->FIXME;
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return ret;
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}
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static void free_game(game_state *state)
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{
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sfree(state);
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}
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static game_state *solve_game(game_state *state, game_aux_info *aux,
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char **error)
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{
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return NULL;
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}
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static char *game_text_format(game_state *state)
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{
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return NULL;
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}
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static game_ui *new_ui(game_state *state)
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{
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return NULL;
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}
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static void free_ui(game_ui *ui)
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{
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}
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static game_state *make_move(game_state *from, game_ui *ui, int x, int y,
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int button)
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{
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return NULL;
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}
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/* ----------------------------------------------------------------------
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* Drawing routines.
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*/
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struct game_drawstate {
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int FIXME;
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};
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static void game_size(game_params *params, int *x, int *y)
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{
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*x = *y = 200; /* FIXME */
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}
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static float *game_colours(frontend *fe, game_state *state, int *ncolours)
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{
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float *ret = snewn(3 * NCOLOURS, float);
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frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]);
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*ncolours = NCOLOURS;
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return ret;
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}
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static game_drawstate *game_new_drawstate(game_state *state)
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{
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struct game_drawstate *ds = snew(struct game_drawstate);
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ds->FIXME = 0;
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return ds;
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}
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static void game_free_drawstate(game_drawstate *ds)
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{
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sfree(ds);
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}
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static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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game_state *state, int dir, game_ui *ui,
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float animtime, float flashtime)
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{
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/*
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* The initial contents of the window are not guaranteed and
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* can vary with front ends. To be on the safe side, all games
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* should start by drawing a big background-colour rectangle
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* covering the whole window.
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*/
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draw_rect(fe, 0, 0, 200, 200, COL_BACKGROUND);
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}
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static float game_anim_length(game_state *oldstate, game_state *newstate,
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int dir, game_ui *ui)
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{
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return 0.0F;
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}
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static float game_flash_length(game_state *oldstate, game_state *newstate,
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int dir, game_ui *ui)
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{
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return 0.0F;
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}
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static int game_wants_statusbar(void)
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{
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return FALSE;
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}
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static int game_timing_state(game_state *state)
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{
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return TRUE;
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}
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#ifdef COMBINED
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#define thegame nullgame
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#endif
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const struct game thegame = {
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"Null Game", NULL,
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default_params,
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game_fetch_preset,
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decode_params,
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encode_params,
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free_params,
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dup_params,
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FALSE, game_configure, custom_params,
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validate_params,
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new_game_desc,
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game_free_aux_info,
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validate_desc,
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new_game,
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dup_game,
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free_game,
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FALSE, solve_game,
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FALSE, game_text_format,
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new_ui,
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free_ui,
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make_move,
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game_size,
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game_colours,
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game_new_drawstate,
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game_free_drawstate,
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game_redraw,
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game_anim_length,
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game_flash_length,
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game_wants_statusbar,
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FALSE, game_timing_state,
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};
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