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| author | Simon Tatham <anakin@pobox.com> | 2011-04-02 16:19:12 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2011-04-02 16:19:12 +0000 |
| commit | 980880be1f2801b2a69fcc67abc0f5827fd106f2 (patch) | |
| tree | a500e629474755854d638bb21bcac4c3428f0707 /samegame.c | |
| parent | 8c6c8df8f4bd07602931485956fce524925dc2bb (diff) | |
| download | puzzles-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 'samegame.c')
| -rw-r--r-- | samegame.c | 11 |
1 files changed, 11 insertions, 0 deletions
@@ -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, |