game_timing_state() now has access to the game_ui. This means that

whether the timer is currently going is no longer solely dependent
on the current game_state: it can be dependent on more persistent
information stored in the game_ui. In particular, Mines now freezes
the timer permanently once you complete a grid for the first time,
so that you can then backtrack through your solution process without
destroying the information about how long it took you the first time
through.

[originally from svn r6088]
This commit is contained in:
Simon Tatham
2005-07-10 10:17:13 +00:00
parent 145301d0dc
commit 3d2c442bc4
17 changed files with 32 additions and 22 deletions

19
mines.c
View File

@ -2336,7 +2336,7 @@ struct game_ui {
int hx, hy, hradius; /* for mouse-down highlights */
int validradius;
int flash_is_death;
int deaths;
int deaths, completed;
};
static game_ui *new_ui(game_state *state)
@ -2345,6 +2345,7 @@ static game_ui *new_ui(game_state *state)
ui->hx = ui->hy = -1;
ui->hradius = ui->validradius = 0;
ui->deaths = 0;
ui->completed = FALSE;
ui->flash_is_death = FALSE; /* *shrug* */
return ui;
}
@ -2358,20 +2359,28 @@ static char *encode_ui(game_ui *ui)
{
char buf[80];
/*
* The deaths counter needs preserving across a serialisation.
* The deaths counter and completion status need preserving
* across a serialisation.
*/
sprintf(buf, "D%d", ui->deaths);
if (ui->completed)
strcat(buf, "C");
return dupstr(buf);
}
static void decode_ui(game_ui *ui, char *encoding)
{
sscanf(encoding, "D%d", &ui->deaths);
int p;
sscanf(encoding, "D%d%n", &ui->deaths, &p);
if (encoding[p] == 'C')
ui->completed = TRUE;
}
static void game_changed_state(game_ui *ui, game_state *oldstate,
game_state *newstate)
{
if (newstate->won)
ui->completed = TRUE;
}
struct game_drawstate {
@ -3015,9 +3024,9 @@ static int game_wants_statusbar(void)
return TRUE;
}
static int game_timing_state(game_state *state)
static int game_timing_state(game_state *state, game_ui *ui)
{
if (state->dead || state->won || !state->layout->mines)
if (state->dead || state->won || ui->completed || !state->layout->mines)
return FALSE;
return TRUE;
}