long *x, *y;
};
-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 n = state->params.n;
return 0.0F;
}
-static int game_is_solved(game_state *state)
+static int game_status(game_state *state)
{
- return state->completed;
+ return state->completed ? +1 : 0;
}
static int game_timing_state(game_state *state, game_ui *ui)
game_redraw,
game_anim_length,
game_flash_length,
- game_is_solved,
+ game_status,
FALSE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,