I arranged that dying after the game was already completed didn't

increment the deaths counter. In doing so, I incorrectly handled the
borderline case, so that a death incurred _in the act_ of collecting
the final gem also didn't increment the deaths counter. Now it does.

[originally from svn r6277]
This commit is contained in:
Simon Tatham
2005-09-06 22:28:04 +00:00
parent aec9667f00
commit f8d1183c7a

View File

@ -710,11 +710,11 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
/*
* Increment the deaths counter. We only do this if
* ui->just_made_move is set (redoing a suicide move doesn't
* kill you _again_), and also we only do it if the game isn't
* completed (once you're finished, you can play).
* kill you _again_), and also we only do it if the game wasn't
* already completed (once you're finished, you can play).
*/
if (!oldstate->dead && newstate->dead && ui->just_made_move &&
newstate->gems) {
oldstate->gems) {
ui->deaths++;
ui->just_died = TRUE;
} else {