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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 /samegame.c
parent8c6c8df8f4bd07602931485956fce524925dc2bb (diff)
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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 'samegame.c')
-rw-r--r--samegame.c11
1 files changed, 11 insertions, 0 deletions
diff --git a/samegame.c b/samegame.c
index 5a8c2cb..dc1f380 100644
--- a/samegame.c
+++ b/samegame.c
@@ -1611,6 +1611,16 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ /*
+ * If the player has run out of moves without winning, we don't
+ * list the game as solved, because they're more likely to undo
+ * and carry on than to give up and start a new game.
+ */
+ return state->complete;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
@@ -1659,6 +1669,7 @@ const struct game thegame = {
game_redraw,
game_anim_length,
game_flash_length,
+ game_is_solved,
FALSE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,