Changed my mind about midend_is_solved: I've now reprototyped it as
[sgt/puzzles] / guess.c
diff --git a/guess.c b/guess.c
index 8cab1a4..a9fc134 100644 (file)
--- a/guess.c
+++ b/guess.c
@@ -43,7 +43,7 @@ struct game_state {
     pegrow solution;
     int next_go; /* from 0 to nguesses-1;
                     if next_go == nguesses then they've lost. */
-    int solved;
+    int solved;   /* +1 = win, -1 = lose, 0 = still playing */
 };
 
 static game_params *default_params(void)
@@ -790,7 +790,7 @@ static game_state *execute_move(game_state *from, char *move)
 
     if (!strcmp(move, "S")) {
        ret = dup_game(from);
-       ret->solved = 1;
+       ret->solved = -1;
        return ret;
     } else if (move[0] == 'G') {
        p = move+1;
@@ -817,11 +817,11 @@ static game_state *execute_move(game_state *from, char *move)
        nc_place = mark_pegs(ret->guesses[from->next_go], ret->solution, ret->params.ncolours);
 
        if (nc_place == ret->solution->npegs) {
-           ret->solved = 1; /* win! */
+           ret->solved = +1; /* win! */
        } else {
            ret->next_go = from->next_go + 1;
            if (ret->next_go >= ret->params.nguesses)
-               ret->solved = 1; /* 'lose' so we show the pegs. */
+               ret->solved = -1; /* lose, meaning we show the pegs. */
        }
 
        return ret;
@@ -1273,7 +1273,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
         currmove_redraw(dr, ds, state->next_go, COL_HOLD);
 
     /* draw the solution (or the big rectangle) */
-    if ((state->solved != ds->solved) || !ds->started) {
+    if ((!state->solved ^ !ds->solved) || !ds->started) {
         draw_rect(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H,
                   state->solved ? COL_BACKGROUND : COL_EMPTY);
         draw_update(dr, SOLN_OX, SOLN_OY, SOLN_W, SOLN_H);
@@ -1313,14 +1313,13 @@ 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)
 {
     /*
-     * We return true whenever the solution has been revealed, even
-     * (on spoiler grounds) if it wasn't guessed correctly.
-     *
-     * However, in that situation, 'solved' is still true, so we don't
-     * have to make any effort to arrange this.
+     * We return nonzero whenever the solution has been revealed, even
+     * (on spoiler grounds) if it wasn't guessed correctly. The
+     * correct return value from this function is already in
+     * state->solved.
      */
     return state->solved;
 }
@@ -1373,7 +1372,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
-    game_is_solved,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
     FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,