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authorSimon Tatham <anakin@pobox.com>2005-05-30 16:15:34 +0000
committerSimon Tatham <anakin@pobox.com>2005-05-30 16:15:34 +0000
commit90560462c4842dccc0288eb408f15539acc0ab83 (patch)
treed32e6a40e8f20409f2fe4709ff85607a217e9d1f /nullgame.c
parent7ddaa1382f064466f158315198788daf33b05052 (diff)
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First cut at a game timer. Yet another backend function which
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]
Diffstat (limited to 'nullgame.c')
-rw-r--r--nullgame.c6
1 files changed, 6 insertions, 0 deletions
diff --git a/nullgame.c b/nullgame.c
index 7e27c4a..abb6cc5 100644
--- a/nullgame.c
+++ b/nullgame.c
@@ -215,6 +215,11 @@ static int game_wants_statusbar(void)
return FALSE;
}
+static int game_timing_state(game_state *state)
+{
+ return TRUE;
+}
+
#ifdef COMBINED
#define thegame nullgame
#endif
@@ -248,4 +253,5 @@ const struct game thegame = {
game_anim_length,
game_flash_length,
game_wants_statusbar,
+ FALSE, game_timing_state,
};