From 73daff393722196bf48244ca95dd4f64a351a473 Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Sun, 19 Jun 2011 13:43:35 +0000 Subject: Changed my mind about midend_is_solved: I've now reprototyped it as midend_status(), and given it three return codes for win, (permanent) loss and game-still-in-play. Depending on what the front end wants to use it for, it may find any or all of these three states worth distinguishing from each other. (I suppose a further enhancement might be to add _non_-permanent loss as a fourth distinct status, to describe situations in which you can't play further without pressing Undo but doing so is not completely pointless. That might reasonably include dead-end situations in Same Game and Pegs, and blown-self-up situations in Mines and Inertia. However, I haven't done this at present.) [originally from svn r9179] --- blackbox.c | 22 +++++++++++++++------- 1 file changed, 15 insertions(+), 7 deletions(-) (limited to 'blackbox.c') diff --git a/blackbox.c b/blackbox.c index 305feac..be79634 100644 --- a/blackbox.c +++ b/blackbox.c @@ -1462,13 +1462,21 @@ static float game_flash_length(game_state *oldstate, game_state *newstate, return 0.0F; } -static int game_is_solved(game_state *state) +static int game_status(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; + if (state->reveal) { + /* + * We return nonzero whenever the solution has been revealed, + * even (on spoiler grounds) if it wasn't guessed correctly. + */ + if (state->nwrong == 0 && + state->nmissed == 0 && + state->nright >= state->minballs) + return +1; + else + return -1; + } + return 0; } static int game_timing_state(game_state *state, game_ui *ui) @@ -1519,7 +1527,7 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, - game_is_solved, + game_status, FALSE, FALSE, game_print_size, game_print, TRUE, /* wants_statusbar */ FALSE, game_timing_state, -- cgit v1.1