Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / flip.c
diff --git a/flip.c b/flip.c
index d430217..c30e484 100644 (file)
--- a/flip.c
+++ b/flip.c
@@ -899,7 +899,7 @@ struct game_drawstate {
     int tilesize;
 };
 
-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, wh = w * h;
@@ -1099,12 +1099,12 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
 
        coords[0] = bx + TILE_SIZE;
        coords[1] = by;
-       coords[2] = bx + TILE_SIZE * animtime;
-       coords[3] = by + TILE_SIZE * animtime;
+       coords[2] = bx + (int)((float)TILE_SIZE * animtime);
+       coords[3] = by + (int)((float)TILE_SIZE * animtime);
        coords[4] = bx;
        coords[5] = by + TILE_SIZE;
-       coords[6] = bx + TILE_SIZE - TILE_SIZE * animtime;
-       coords[7] = by + TILE_SIZE - TILE_SIZE * animtime;
+       coords[6] = bx + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
+       coords[7] = by + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
 
        colour = (tile & 1 ? COL_WRONG : COL_RIGHT);
        if (animtime < 0.5)
@@ -1185,7 +1185,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     }
 
     if (flashtime)
-       flashframe = flashtime / FLASH_FRAME;
+       flashframe = (int)(flashtime / FLASH_FRAME);
     else
        flashframe = -1;
 
@@ -1251,6 +1251,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
+static int game_status(game_state *state)
+{
+    return state->completed ? +1 : 0;
+}
+
 static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
@@ -1299,6 +1304,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
     TRUE,                             /* wants_statusbar */
     FALSE, game_timing_state,