struct game_state {
int w, h, n, dead, won;
- int used_solve, just_used_solve;
+ int used_solve;
struct mine_layout *layout; /* real mine positions */
signed char *grid; /* player knowledge */
/*
state->h = params->h;
state->n = params->n;
state->dead = state->won = FALSE;
- state->used_solve = state->just_used_solve = FALSE;
+ state->used_solve = FALSE;
wh = state->w * state->h;
ret->dead = state->dead;
ret->won = state->won;
ret->used_solve = state->used_solve;
- ret->just_used_solve = state->just_used_solve;
ret->layout = state->layout;
ret->layout->refcount++;
ret->grid = snewn(ret->w * ret->h, signed char);
ret->grid[yy*ret->w+xx] = v;
}
}
- ret->used_solve = ret->just_used_solve = TRUE;
+ ret->used_solve = TRUE;
ret->won = TRUE;
return ret;
} else {
ret = dup_game(from);
- ret->just_used_solve = FALSE;
while (*move) {
if (move[0] == 'F' &&
ds->tilesize = tilesize;
}
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
{
float *ret = snewn(3 * NCOLOURS, float);
return 0.0F;
}
-static int game_wants_statusbar(void)
-{
- return TRUE;
-}
-
static int game_timing_state(game_state *state, game_ui *ui)
{
if (state->dead || state->won || ui->completed || !state->layout->mines)
game_anim_length,
game_flash_length,
FALSE, FALSE, game_print_size, game_print,
- game_wants_statusbar,
+ TRUE, /* wants_statusbar */
TRUE, game_timing_state,
BUTTON_BEATS(LEFT_BUTTON, RIGHT_BUTTON),
};