aboutsummaryrefslogtreecommitdiff
path: root/range.c
diff options
context:
space:
mode:
authorSimon Tatham <anakin@pobox.com>2011-04-02 16:19:12 +0000
committerSimon Tatham <anakin@pobox.com>2011-04-02 16:19:12 +0000
commit980880be1f2801b2a69fcc67abc0f5827fd106f2 (patch)
treea500e629474755854d638bb21bcac4c3428f0707 /range.c
parent8c6c8df8f4bd07602931485956fce524925dc2bb (diff)
downloadpuzzles-980880be1f2801b2a69fcc67abc0f5827fd106f2.zip
puzzles-980880be1f2801b2a69fcc67abc0f5827fd106f2.tar.gz
puzzles-980880be1f2801b2a69fcc67abc0f5827fd106f2.tar.bz2
puzzles-980880be1f2801b2a69fcc67abc0f5827fd106f2.tar.xz
Add a function to every game backend which indicates whether a game
state is in a solved position, and a midend function wrapping it. (Or, at least, a situation in which further play is pointless. The point is, given that game state, would it be a good idea for a front end that does that sort of thing to proactively provide the option to start a fresh game?) [originally from svn r9140]
Diffstat (limited to 'range.c')
-rw-r--r--range.c6
1 files changed, 6 insertions, 0 deletions
diff --git a/range.c b/range.c
index a82acb3..9bc28e6 100644
--- a/range.c
+++ b/range.c
@@ -1480,6 +1480,11 @@ static float game_flash_length(game_state *from, game_state *to,
return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ return state->was_solved;
+}
+
/* ----------------------------------------------------------------------
* Drawing routines.
*/
@@ -1727,6 +1732,7 @@ struct game const thegame = {
game_redraw,
game_anim_length,
game_flash_length,
+ game_is_solved,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,