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Actually do what the comment says at the top of main() regarding not
[sgt/puzzles]
/
galaxies.c
diff --git
a/galaxies.c
b/galaxies.c
index
55efa94
..
db89700
100644
(file)
--- a/
galaxies.c
+++ b/
galaxies.c
@@
-2369,7
+2369,7
@@
static void coord_round_to_edge(float x, float y, int *xr, int *yr)
#endif
#ifdef EDITOR
#endif
#ifdef EDITOR
-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)
{
char buf[80];
int x, int y, int button)
{
char buf[80];
@@
-2404,7
+2404,7
@@
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
return NULL;
}
#else
return NULL;
}
#else
-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)
{
/* UI operations (play mode):
int x, int y, int button)
{
/* UI operations (play mode):
@@
-2977,10
+2977,10
@@
static float *game_colours(frontend *fe, int *ncolours)
/* tinge the edit background to bluey */
ret[COL_BACKGROUND * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
ret[COL_BACKGROUND * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
/* tinge the edit background to bluey */
ret[COL_BACKGROUND * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
ret[COL_BACKGROUND * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
- ret[COL_BACKGROUND * 3 + 2] = m
ax
(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
+ ret[COL_BACKGROUND * 3 + 2] = m
in
(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
#endif
#endif
- ret[COL_CURSOR * 3 + 0] = m
ax
(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
+ ret[COL_CURSOR * 3 + 0] = m
in
(ret[COL_BACKGROUND * 3 + 0] * 1.4F, 1.0F);
ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
ret[COL_CURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
ret[COL_CURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 0] * 0.8F;
@@
-3348,6
+3348,11
@@
static float game_flash_length(game_state *oldstate, game_state *newstate,
return 0.0F;
}
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;
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
@@
-3568,6
+3573,7
@@
const struct game thegame = {
game_redraw,
game_anim_length,
game_flash_length,
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
#ifdef EDITOR
FALSE, FALSE, NULL, NULL,
TRUE, /* wants_statusbar */
#ifdef EDITOR
FALSE, FALSE, NULL, NULL,
TRUE, /* wants_statusbar */