return 0.0F;
}
+static int game_is_solved(game_state *state)
+{
+ /*
+ * If the player has run out of moves without winning, 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.
+ */
+ return state->complete;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
game_redraw,
game_anim_length,
game_flash_length,
+ game_is_solved,
FALSE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,