Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / inertia.c
index 0af3f57..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 */;
@@ -2135,6 +2135,16 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
+static int game_status(game_state *state)
+{
+    /*
+     * 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 == 0 ? +1 : 0;
+}
+
 static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
@@ -2183,6 +2193,7 @@ 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,