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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]
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12
inertia.c
12
inertia.c
@ -2135,14 +2135,14 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
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return 0.0F;
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}
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static int game_is_solved(game_state *state)
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static int game_status(game_state *state)
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{
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/*
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* If the player has died, we don't list the game as solved,
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* because they're more likely to undo and carry on than to give
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* up and start a new game.
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* We never report the game as lost, on the grounds that if the
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* player has died they're quite likely to want to undo and carry
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* on.
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*/
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return !state->gems;
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return state->gems == 0 ? +1 : 0;
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}
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static int game_timing_state(game_state *state, game_ui *ui)
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@ -2193,7 +2193,7 @@ const struct game thegame = {
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game_redraw,
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game_anim_length,
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game_flash_length,
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game_is_solved,
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game_status,
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FALSE, FALSE, game_print_size, game_print,
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TRUE, /* wants_statusbar */
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FALSE, game_timing_state,
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