Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / magnets.c
index 7d71518..e9b8c7d 100644 (file)
--- a/magnets.c
+++ b/magnets.c
@@ -1544,7 +1544,8 @@ static int lay_dominoes(game_state *state, random_state *rs, int *scratch)
                 ret = solve_set(state, i, NEUTRAL, "layout", NULL);
         }
         if (!ret) {
-            debug(("Unable to lay anything at (%d,%d), giving up.", x, y));
+            debug(("Unable to lay anything at (%d,%d), giving up.",
+                   i%state->w, i/state->w));
             ret = -1;
             break;
         }
@@ -1753,7 +1754,7 @@ struct game_drawstate {
 #define COORD(x) ( (x+1) * TILE_SIZE + BORDER )
 #define FROMCOORD(x) ( (x - BORDER) / TILE_SIZE - 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 gx = FROMCOORD(x), gy = FROMCOORD(y), idx, curr;
@@ -2232,9 +2233,9 @@ 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;
+    return state->completed ? +1 : 0;
 }
 
 static int game_timing_state(game_state *state, game_ui *ui)
@@ -2372,7 +2373,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
-    game_is_solved,
+    game_status,
     TRUE, FALSE, game_print_size, game_print,
     FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,