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] --- samegame.c | 11 +++++------ 1 file changed, 5 insertions(+), 6 deletions(-) (limited to 'samegame.c') diff --git a/samegame.c b/samegame.c index dc1f380..49dd64e 100644 --- a/samegame.c +++ b/samegame.c @@ -1611,14 +1611,13 @@ 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) { /* - * 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. + * Dead-end situations are assumed to be rescuable by Undo, so we + * don't bother to identify them and return -1. */ - return state->complete; + return state->complete ? +1 : 0; } static int game_timing_state(game_state *state, game_ui *ui) @@ -1669,7 +1668,7 @@ 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