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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 /unfinished
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 'unfinished')
-rw-r--r--unfinished/group.c6
-rw-r--r--unfinished/pearl.c6
-rw-r--r--unfinished/separate.c6
-rw-r--r--unfinished/slide.c6
-rw-r--r--unfinished/sokoban.c6
5 files changed, 30 insertions, 0 deletions
diff --git a/unfinished/group.c b/unfinished/group.c
index 7f7e0a2..869ff04 100644
--- a/unfinished/group.c
+++ b/unfinished/group.c
@@ -1813,6 +1813,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ return state->completed;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
if (state->completed)
@@ -1931,6 +1936,7 @@ const struct game 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,
diff --git a/unfinished/pearl.c b/unfinished/pearl.c
index bd40dba..843d99e 100644
--- a/unfinished/pearl.c
+++ b/unfinished/pearl.c
@@ -1349,6 +1349,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ return FALSE;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
@@ -1397,6 +1402,7 @@ const struct game thegame = {
game_redraw,
game_anim_length,
game_flash_length,
+ game_is_solved,
FALSE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,
diff --git a/unfinished/separate.c b/unfinished/separate.c
index 75f0f43..b11f604 100644
--- a/unfinished/separate.c
+++ b/unfinished/separate.c
@@ -795,6 +795,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ return FALSE;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
@@ -843,6 +848,7 @@ const struct game thegame = {
game_redraw,
game_anim_length,
game_flash_length,
+ game_is_solved,
FALSE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,
diff --git a/unfinished/slide.c b/unfinished/slide.c
index 634c5de..3ea3c95 100644
--- a/unfinished/slide.c
+++ b/unfinished/slide.c
@@ -2293,6 +2293,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ return state->completed;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
@@ -2341,6 +2346,7 @@ 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,
diff --git a/unfinished/sokoban.c b/unfinished/sokoban.c
index c9cf2de..b389eb5 100644
--- a/unfinished/sokoban.c
+++ b/unfinished/sokoban.c
@@ -1415,6 +1415,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ return state->completed;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
@@ -1463,6 +1468,7 @@ const struct game thegame = {
game_redraw,
game_anim_length,
game_flash_length,
+ game_is_solved,
FALSE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,