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| author | Simon Tatham <anakin@pobox.com> | 2015-10-23 19:33:52 +0100 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2015-10-23 19:33:52 +0100 |
| commit | ffe8639619dbccd838c5b226f84d4cf0eb99b69d (patch) | |
| tree | 85280417a9d1fcf6a0e3bef3210e78c2d81715c3 /resource.h | |
| parent | 3234912f921916a1b8da164fd61dc75579358577 (diff) | |
| download | puzzles-ffe8639619dbccd838c5b226f84d4cf0eb99b69d.zip puzzles-ffe8639619dbccd838c5b226f84d4cf0eb99b69d.tar.gz puzzles-ffe8639619dbccd838c5b226f84d4cf0eb99b69d.tar.bz2 puzzles-ffe8639619dbccd838c5b226f84d4cf0eb99b69d.tar.xz | |
Fix premature completion flash in Tracks.
Commit 44e2690ab loosened check_completion's idea of what made a
square count as 'having track in it' for purposes of checking
violations of the row/column counts. Unfortunately, that loosened
notion also applied to the check for the game being complete - so the
game would announce a win as soon as you had every square shaded, even
if you hadn't actually laid all the exact track positions down.
Now we separately count up the number of track-ish squares and the
number of fully completed ones, and use the former for error checking
and the latter for completion checking.
Diffstat (limited to 'resource.h')
0 files changed, 0 insertions, 0 deletions