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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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@ -253,7 +253,7 @@ char *midend_get_game_id(midend *me);
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int midend_can_format_as_text_now(midend *me);
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char *midend_text_format(midend *me);
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char *midend_solve(midend *me);
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int midend_is_solved(midend *me);
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int midend_status(midend *me);
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int midend_can_undo(midend *me);
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int midend_can_redo(midend *me);
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void midend_supersede_game_desc(midend *me, char *desc, char *privdesc);
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@ -479,7 +479,7 @@ struct game {
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game_ui *ui);
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float (*flash_length)(game_state *oldstate, game_state *newstate, int dir,
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game_ui *ui);
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int (*is_solved)(game_state *state);
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int (*status)(game_state *state);
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int can_print, can_print_in_colour;
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void (*print_size)(game_params *params, float *x, float *y);
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void (*print)(drawing *dr, game_state *state, int tilesize);
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