sfree(state->grid->squares);
sfree(state->grid);
}
+ sfree(state->bluemask);
sfree(state->facecolours);
sfree(state);
}
int *pkey, *gkey;
float t[3];
float angle;
- game_state *newstate;
int square;
draw_rect(dr, 0, 0, XSIZE(GRID_SCALE, bb, state->solid),
pkey = state->spkey;
gkey = state->sgkey;
}
- newstate = state;
state = oldstate;
for (i = 0; i < state->grid->nsquares; i++) {
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;
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
FALSE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,