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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 /midend.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 'midend.c')
-rw-r--r--midend.c8
1 files changed, 5 insertions, 3 deletions
diff --git a/midend.c b/midend.c
index 0c8b3c0..8f4e4c9 100644
--- a/midend.c
+++ b/midend.c
@@ -1336,7 +1336,7 @@ char *midend_solve(midend *me)
return NULL;
}
-int midend_is_solved(midend *me)
+int midend_status(midend *me)
{
/*
* We should probably never be called when the state stack has no
@@ -1347,8 +1347,10 @@ int midend_is_solved(midend *me)
* practically, a user whose midend has been left in that state
* probably _does_ want the 'new game' option to be prominent.
*/
- return (me->statepos == 0 ||
- me->ourgame->is_solved(me->states[me->statepos-1].state));
+ if (me->statepos == 0)
+ return +1;
+
+ return me->ourgame->status(me->states[me->statepos-1].state);
}
char *midend_rewrite_statusbar(midend *me, char *text)