diff options
| -rw-r--r-- | blackbox.c | 10 | ||||
| -rw-r--r-- | bridges.c | 6 | ||||
| -rw-r--r-- | cube.c | 6 | ||||
| -rw-r--r-- | devel.but | 35 | ||||
| -rw-r--r-- | dominosa.c | 6 | ||||
| -rw-r--r-- | fifteen.c | 6 | ||||
| -rw-r--r-- | filling.c | 6 | ||||
| -rw-r--r-- | flip.c | 6 | ||||
| -rw-r--r-- | galaxies.c | 6 | ||||
| -rw-r--r-- | guess.c | 13 | ||||
| -rw-r--r-- | inertia.c | 11 | ||||
| -rw-r--r-- | keen.c | 6 | ||||
| -rw-r--r-- | lightup.c | 6 | ||||
| -rw-r--r-- | loopy.c | 6 | ||||
| -rw-r--r-- | magnets.c | 6 | ||||
| -rw-r--r-- | map.c | 6 | ||||
| -rw-r--r-- | midend.c | 15 | ||||
| -rw-r--r-- | mines.c | 6 | ||||
| -rw-r--r-- | net.c | 6 | ||||
| -rw-r--r-- | netslide.c | 6 | ||||
| -rw-r--r-- | nullgame.c | 6 | ||||
| -rw-r--r-- | pattern.c | 6 | ||||
| -rw-r--r-- | pegs.c | 6 | ||||
| -rw-r--r-- | puzzles.h | 2 | ||||
| -rw-r--r-- | range.c | 6 | ||||
| -rw-r--r-- | rect.c | 6 | ||||
| -rw-r--r-- | samegame.c | 11 | ||||
| -rw-r--r-- | signpost.c | 6 | ||||
| -rw-r--r-- | singles.c | 6 | ||||
| -rw-r--r-- | sixteen.c | 6 | ||||
| -rw-r--r-- | slant.c | 6 | ||||
| -rw-r--r-- | solo.c | 6 | ||||
| -rw-r--r-- | tents.c | 6 | ||||
| -rw-r--r-- | towers.c | 6 | ||||
| -rw-r--r-- | twiddle.c | 6 | ||||
| -rw-r--r-- | unequal.c | 6 | ||||
| -rw-r--r-- | unfinished/group.c | 6 | ||||
| -rw-r--r-- | unfinished/pearl.c | 6 | ||||
| -rw-r--r-- | unfinished/separate.c | 6 | ||||
| -rw-r--r-- | unfinished/slide.c | 6 | ||||
| -rw-r--r-- | unfinished/sokoban.c | 6 | ||||
| -rw-r--r-- | untangle.c | 6 |
42 files changed, 307 insertions, 0 deletions
@@ -1462,6 +1462,15 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } +static int game_is_solved(game_state *state) +{ + /* + * We return true whenever the solution has been revealed, even + * (on spoiler grounds) if it wasn't guessed correctly. + */ + return state->reveal; +} + static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; @@ -1510,6 +1519,7 @@ 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, @@ -2715,6 +2715,11 @@ 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; @@ -2818,6 +2823,7 @@ 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, @@ -1710,6 +1710,11 @@ static float game_flash_length(game_state *oldstate, 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; @@ -1758,6 +1763,7 @@ 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, @@ -1224,6 +1224,28 @@ a mine from the colour it uses when you complete the game. In order to achieve this, its \cw{flash_length()} function has to store a flag in the \c{game_ui} to indicate which flash type is required.) +\S{backend-is-solved} \cw{is_solved()} + +\c int (*is_solved)(game_state *state); + +This function returns \cw{TRUE} if the game represented by \cw{state} +is currently in a solved state. The mid-end uses this to implement +\cw{midend_is_solved()} (\k{midend-is-solved}). + +Front ends may wish to use this as a cue to proactively offer the +option of starting a new game. Therefore, back ends should consider +returning TRUE in situations where the game is \e{lost} as well as +won, if losing makes it unlikely that the player would play on. + +(For instance, games with hidden information such as Guess or Mines +might well set this flag whenever they reveal the solution, whether or +not the player guessed it correctly, on the grounds that a player +would be unlikely to hide the solution and continue playing after the +answer was spoiled. On the other hand, games where you can merely get +into a dead end such as Same Game or Inertia might choose not to, on +the grounds that the player would quite likely press Undo and carry on +playing.) + \S{backend-redraw} \cw{redraw()} \c void (*redraw)(drawing *dr, game_drawstate *ds, @@ -3096,6 +3118,19 @@ The front end can expect its drawing API and/or \cw{activate_timer()} to be called from within a call to this function. +\S{midend-is-solved} \cw{midend_is_solved()} + +\c int midend_is_solved(midend *me); + +This function returns \cw{TRUE} if the midend is currently displaying +a game in a solved state, according to the back end's \cw{is_solved()} +function. Front ends may wish to use this as a cue to proactively +offer the option of starting a new game. + +(See \k{backend-is-solved} for more detail about the back end's +\cw{is_solved()} function and discussion of what should count as +\q{solved} anyway). + \H{midend-can-undo} \cw{midend_can_undo()} \c int midend_can_undo(midend *me); @@ -1535,6 +1535,11 @@ 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; @@ -1623,6 +1628,7 @@ 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, @@ -830,6 +830,11 @@ static float game_flash_length(game_state *oldstate, 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; @@ -878,6 +883,7 @@ 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, @@ -1617,6 +1617,11 @@ 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; @@ -1715,6 +1720,7 @@ 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, @@ -1251,6 +1251,11 @@ 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; @@ -1299,6 +1304,7 @@ 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, @@ -3348,6 +3348,11 @@ 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; @@ -3568,6 +3573,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_is_solved, #ifdef EDITOR FALSE, FALSE, NULL, NULL, TRUE, /* wants_statusbar */ @@ -1314,6 +1314,18 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } +static int game_is_solved(game_state *state) +{ + /* + * We return true whenever the solution has been revealed, even + * (on spoiler grounds) if it wasn't guessed correctly. + * + * However, in that situation, 'solved' is still true, so we don't + * have to make any effort to arrange this. + */ + return state->solved; +} + static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; @@ -1362,6 +1374,7 @@ 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, @@ -2135,6 +2135,16 @@ 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 died, 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->gems; +} + static int game_timing_state(game_state *state, game_ui *ui) { return TRUE; @@ -2183,6 +2193,7 @@ 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, @@ -2013,6 +2013,11 @@ 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) @@ -2289,6 +2294,7 @@ 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, @@ -2160,6 +2160,11 @@ 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; @@ -2262,6 +2267,7 @@ 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, @@ -3834,6 +3834,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } +static int game_is_solved(game_state *state) +{ + return state->solved; +} + static void game_print_size(game_params *params, float *x, float *y) { int pw, ph; @@ -3960,6 +3965,7 @@ 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, @@ -2235,6 +2235,11 @@ 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; @@ -2374,6 +2379,7 @@ 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, @@ -3025,6 +3025,11 @@ 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; @@ -3218,6 +3223,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_is_solved, TRUE, TRUE, game_print_size, game_print, FALSE, /* wants_statusbar */ FALSE, game_timing_state, @@ -1336,6 +1336,21 @@ char *midend_solve(midend *me) return NULL; } +int midend_is_solved(midend *me) +{ + /* + * We should probably never be called when the state stack has no + * states on it at all - ideally, midends should never be left in + * that state for long enough to get put down and forgotten about. + * But if we are, I think we return _true_ - pedantically speaking + * a midend in that state is 'vacuously solved', and more + * practically, a user whose midend has been left in that state + * probably _does_ want the 'new game' option to be prominent. + */ + return (me->statepos == 0 || + me->ourgame->is_solved(me->states[me->statepos-1].state)); +} + char *midend_rewrite_statusbar(midend *me, char *text) { /* @@ -3084,6 +3084,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } +static int game_is_solved(game_state *state) +{ + return state->won; +} + static int game_timing_state(game_state *state, game_ui *ui) { if (state->dead || state->won || ui->completed || !state->layout->mines) @@ -3134,6 +3139,7 @@ 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 */ TRUE, game_timing_state, @@ -2864,6 +2864,11 @@ static float game_flash_length(game_state *oldstate, 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; @@ -3039,6 +3044,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_is_solved, TRUE, FALSE, game_print_size, game_print, TRUE, /* wants_statusbar */ FALSE, game_timing_state, @@ -1829,6 +1829,11 @@ static float game_flash_length(game_state *oldstate, 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 FALSE; @@ -1877,6 +1882,7 @@ 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, @@ -238,6 +238,11 @@ 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; @@ -286,6 +291,7 @@ 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, @@ -1282,6 +1282,11 @@ static float game_flash_length(game_state *oldstate, 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; @@ -1386,6 +1391,7 @@ 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, @@ -1269,6 +1269,11 @@ 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; @@ -1317,6 +1322,7 @@ 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, @@ -253,6 +253,7 @@ char *midend_get_game_id(midend *me); int midend_can_format_as_text_now(midend *me); char *midend_text_format(midend *me); char *midend_solve(midend *me); +int midend_is_solved(midend *me); int midend_can_undo(midend *me); int midend_can_redo(midend *me); void midend_supersede_game_desc(midend *me, char *desc, char *privdesc); @@ -478,6 +479,7 @@ struct game { game_ui *ui); float (*flash_length)(game_state *oldstate, game_state *newstate, int dir, game_ui *ui); + int (*is_solved)(game_state *state); int can_print, can_print_in_colour; void (*print_size)(game_params *params, float *x, float *y); void (*print)(drawing *dr, game_state *state, int tilesize); @@ -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, @@ -2855,6 +2855,11 @@ static float game_flash_length(game_state *oldstate, 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; @@ -2960,6 +2965,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, + game_is_solved, TRUE, FALSE, game_print_size, game_print, TRUE, /* wants_statusbar */ FALSE, game_timing_state, @@ -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, @@ -2122,6 +2122,11 @@ 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; @@ -2203,6 +2208,7 @@ 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, @@ -1735,6 +1735,11 @@ 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; @@ -1821,6 +1826,7 @@ 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, @@ -1073,6 +1073,11 @@ static float game_flash_length(game_state *oldstate, 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; @@ -1121,6 +1126,7 @@ 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, @@ -2079,6 +2079,11 @@ 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; @@ -2190,6 +2195,7 @@ 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, @@ -5169,6 +5169,11 @@ 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) @@ -5488,6 +5493,7 @@ 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, @@ -2524,6 +2524,11 @@ 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; @@ -2594,6 +2599,7 @@ 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, @@ -1809,6 +1809,11 @@ 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) @@ -1928,6 +1933,7 @@ 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, @@ -1070,6 +1070,11 @@ 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 void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, game_state *state, int dir, game_ui *ui, float animtime, float flashtime) @@ -1287,6 +1292,7 @@ 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, @@ -1864,6 +1864,11 @@ 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; @@ -1952,6 +1957,7 @@ 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/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, @@ -1412,6 +1412,11 @@ 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; @@ -1460,6 +1465,7 @@ 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, |