game_state *state, int dir, game_ui *ui,
float animtime, float flashtime)
{
- int i, new_move, last_go;
+ int i, new_move;
new_move = (state->next_go != ds->next_go) || !ds->started;
- last_go = (state->next_go == state->params.nguesses-1);
if (!ds->started) {
draw_rect(dr, 0, 0, ds->w, ds->h, COL_BACKGROUND);
return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ /*
+ * We return true whenever the solution has been revealed, even
+ * (on spoiler grounds) if it wasn't guessed correctly.
+ *
+ * However, in that situation, 'solved' is still true, so we don't
+ * have to make any effort to arrange this.
+ */
+ return state->solved;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
game_redraw,
game_anim_length,
game_flash_length,
+ game_is_solved,
FALSE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,