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Bring Pearl's game-completion handling in line with my usual practice:
[sgt/puzzles]
/
pearl.c
diff --git
a/pearl.c
b/pearl.c
index
40c32eb
..
ed1ee16
100644
(file)
--- a/
pearl.c
+++ b/
pearl.c
@@
-1640,8
+1640,6
@@
static void check_completion(game_state *state, int mark)
if (!had_error && loopclass != -1) {
state->completed = TRUE;
state->loop_length = dsfsize[loopclass];
if (!had_error && loopclass != -1) {
state->completed = TRUE;
state->loop_length = dsfsize[loopclass];
- } else {
- state->completed = FALSE;
}
sfree(dsf);
}
sfree(dsf);
@@
-1962,7
+1960,7
@@
static char *mark_in_direction(game_state *state, int x, int y, int dir,
(btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
(btn) == CURSOR_LEFT ? L : R)
(btn) == CURSOR_DOWN ? D : (btn) == CURSOR_UP ? U :\
(btn) == CURSOR_LEFT ? L : R)
-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->shared->w, h = state->shared->h /*, sz = state->shared->sz */;
int x, int y, int button)
{
int w = state->shared->w, h = state->shared->h /*, sz = state->shared->sz */;
@@
-2450,8
+2448,8
@@
static float game_anim_length(game_state *oldstate, game_state *newstate,
static float game_flash_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
static float game_flash_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
- if (!oldstate->completed &&
-
newstate->completed
&& !newstate->used_solve)
+ if (!oldstate->completed &&
newstate->completed &&
+
!oldstate->used_solve
&& !newstate->used_solve)
return FLASH_TIME;
else
return 0.0F;
return FLASH_TIME;
else
return 0.0F;