Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / cube.c
diff --git a/cube.c b/cube.c
index ae3f716..15c479b 100644 (file)
--- a/cube.c
+++ b/cube.c
@@ -996,6 +996,7 @@ static void free_game(game_state *state)
        sfree(state->grid->squares);
        sfree(state->grid);
     }
+    sfree(state->bluemask);
     sfree(state->facecolours);
     sfree(state);
 }
@@ -1099,7 +1100,7 @@ static int find_move_dest(game_state *from, int direction,
     return dest;
 }
 
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+static char *interpret_move(game_state *state, game_ui *ui, const game_drawstate *ds,
                            int x, int y, int button)
 {
     int direction, mask, i;
@@ -1545,7 +1546,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     int *pkey, *gkey;
     float t[3];
     float angle;
-    game_state *newstate;
     int square;
 
     draw_rect(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
@@ -1579,7 +1579,6 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
         pkey = state->spkey;
         gkey = state->sgkey;
     }
-    newstate = state;
     state = oldstate;
 
     for (i = 0; i < state->grid->nsquares; i++) {
@@ -1709,6 +1708,11 @@ static float game_flash_length(game_state *oldstate,
     return 0.0F;
 }
 
+static int game_status(game_state *state)
+{
+    return state->completed ? +1 : 0;
+}
+
 static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
@@ -1757,6 +1761,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
     TRUE,                             /* wants_statusbar */
     FALSE, game_timing_state,