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| author | Simon Tatham <anakin@pobox.com> | 2011-06-19 13:43:35 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2011-06-19 13:43:35 +0000 |
| commit | 73daff393722196bf48244ca95dd4f64a351a473 (patch) | |
| tree | 7ec80b64bd497a886d3e33bdd4d666e87937e042 /cube.c | |
| parent | 8dcdb33b77ebbe56d0ad385285d21344df5ac5f9 (diff) | |
| download | puzzles-73daff393722196bf48244ca95dd4f64a351a473.zip puzzles-73daff393722196bf48244ca95dd4f64a351a473.tar.gz puzzles-73daff393722196bf48244ca95dd4f64a351a473.tar.bz2 puzzles-73daff393722196bf48244ca95dd4f64a351a473.tar.xz | |
Changed my mind about midend_is_solved: I've now reprototyped it as
midend_status(), and given it three return codes for win, (permanent)
loss and game-still-in-play. Depending on what the front end wants to
use it for, it may find any or all of these three states worth
distinguishing from each other.
(I suppose a further enhancement might be to add _non_-permanent loss
as a fourth distinct status, to describe situations in which you can't
play further without pressing Undo but doing so is not completely
pointless. That might reasonably include dead-end situations in Same
Game and Pegs, and blown-self-up situations in Mines and Inertia.
However, I haven't done this at present.)
[originally from svn r9179]
Diffstat (limited to 'cube.c')
| -rw-r--r-- | cube.c | 6 |
1 files changed, 3 insertions, 3 deletions
@@ -1708,9 +1708,9 @@ static float game_flash_length(game_state *oldstate, return 0.0F; } -static int game_is_solved(game_state *state) +static int game_status(game_state *state) { - return state->completed; + return state->completed ? +1 : 0; } static int game_timing_state(game_state *state, game_ui *ui) @@ -1761,7 +1761,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, - game_is_solved, + game_status, FALSE, FALSE, game_print_size, game_print, TRUE, /* wants_statusbar */ FALSE, game_timing_state, |