Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / unfinished / sokoban.c
index 91f02a6..4b0780c 100644 (file)
@@ -1041,10 +1041,10 @@ int move_type(game_state *state, int dx, int dy)
     }
 }
 
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
-                           int x, int y, int button)
+static char *interpret_move(game_state *state, game_ui *ui,
+                            const game_drawstate *ds, int x, int y, int button)
 {
-    int dx, dy;
+    int dx=0, dy=0;
     char *move;
 
     /*
@@ -1071,9 +1071,23 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
         dx = -1, dy = +1;
     else if (button == (MOD_NUM_KEYPAD | '3'))
         dx = +1, dy = +1;
+    else if (button == LEFT_BUTTON)
+    {
+        if(x < COORD(state->px))
+            dx = -1;
+        else if (x > COORD(state->px + 1))
+            dx = 1;
+        if(y < COORD(state->py))
+            dy = -1;
+        else if (y > COORD(state->py + 1))
+            dy = 1;
+    }
     else
         return NULL;
 
+    if((dx == 0) && (dy == 0))
+        return(NULL);
+
     if (move_type(state, dx, dy) < 0)
         return NULL;
 
@@ -1401,6 +1415,11 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
         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;
@@ -1449,6 +1468,7 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
     FALSE,                            /* wants_statusbar */
     FALSE, game_timing_state,