Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / inertia.c
index d29a676..eb850ac 100644 (file)
--- a/inertia.c
+++ b/inertia.c
@@ -1534,7 +1534,7 @@ struct game_drawstate {
 #define COORD(x)  ( (x) * TILESIZE + BORDER )
 #define FROMCOORD(x)  ( ((x) - BORDER + TILESIZE) / TILESIZE - 1 )
 
-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 w = state->p.w, h = state->p.h /*, wh = w*h */;
@@ -2135,14 +2135,14 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
-static int game_is_solved(game_state *state)
+static int game_status(game_state *state)
 {
     /*
-     * If the player has died, we don't list the game as solved,
-     * because they're more likely to undo and carry on than to give
-     * up and start a new game.
+     * We never report the game as lost, on the grounds that if the
+     * player has died they're quite likely to want to undo and carry
+     * on.
      */
-    return !state->gems;
+    return state->gems == 0 ? +1 : 0;
 }
 
 static int game_timing_state(game_state *state, game_ui *ui)
@@ -2193,7 +2193,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
-    game_is_solved,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
     TRUE,                             /* wants_statusbar */
     FALSE, game_timing_state,