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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]
This commit is contained in:
6
range.c
6
range.c
@ -1485,9 +1485,9 @@ static float game_flash_length(game_state *from, game_state *to,
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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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return state->was_solved;
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return state->was_solved ? +1 : 0;
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}
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/* ----------------------------------------------------------------------
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@ -1737,7 +1737,7 @@ struct game const 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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TRUE, FALSE, game_print_size, game_print,
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FALSE, /* wants_statusbar */
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FALSE, game_timing_state,
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