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authorSimon Tatham <anakin@pobox.com>2011-06-19 13:43:35 +0000
committerSimon Tatham <anakin@pobox.com>2011-06-19 13:43:35 +0000
commit73daff393722196bf48244ca95dd4f64a351a473 (patch)
tree7ec80b64bd497a886d3e33bdd4d666e87937e042 /cube.c
parent8dcdb33b77ebbe56d0ad385285d21344df5ac5f9 (diff)
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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.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/cube.c b/cube.c
index 9b70487..cac4640 100644
--- a/cube.c
+++ b/cube.c
@@ -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,