int ret, x1 = state->w+1, y1 = state->h+1;
if (x > 0 && x < x1 && y > 0 && y < y1) return 0; /* in arena */
- if (x < 0 || x > y1 || y < 0 || y > y1) return 0; /* outside grid */
+ if (x < 0 || x > x1 || y < 0 || y > y1) return 0; /* outside grid */
if ((x == 0 || x == x1) && (y == 0 || y == y1))
return 0; /* one of 4 corners */
debug(("isball, new (%d, %d)\n", gx, gy));
/* if we're off the grid (into the firing range) there's never a ball. */
- if (gx < 1 || gy < 1 || gx > state->h || gy > state->w)
+ if (gx < 1 || gy < 1 || gx > state->w || gy > state->h)
return 0;
if (GRID(state, gx,gy) & BALL_CORRECT)
draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
if (gs_tile &~ (LASER_WRONG | LASER_OMITTED | FLAG_CURSOR)) {
- char str[10];
+ char str[32];
int tcol = flash ? COL_FLASHTEXT : omitted ? COL_WRONG : COL_TEXT;
if (reflect || hit)
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.
+ */
+ return state->reveal;
+}
+
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,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,