Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / pegs.c
diff --git a/pegs.c b/pegs.c
index 195bca1..3dac5fc 100644 (file)
--- a/pegs.c
+++ b/pegs.c
@@ -814,7 +814,7 @@ struct game_drawstate {
     int bgcolour;
 };
 
-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->w, h = state->h;
@@ -1237,6 +1237,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
                 (bgcolour != ds->bgcolour || /* always redraw when flashing */
                  v != ds->grid[y*w+x])) {
                draw_tile(dr, ds, COORD(x), COORD(y), v, bgcolour);
+                ds->grid[y*w+x] = v;
            }
        }
 
@@ -1269,9 +1270,13 @@ 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)
 {
-    return state->completed;
+    /*
+     * Dead-end situations are assumed to be rescuable by Undo, so we
+     * don't bother to identify them and return -1.
+     */
+    return state->completed ? +1 : 0;
 }
 
 static int game_timing_state(game_state *state, game_ui *ui)
@@ -1322,7 +1327,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
-    game_is_solved,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
     FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,