ref: f8d1183c7a385d6c81479a5ed4a61cbf6e77e2e8
parent: aec9667f00937fcbc110cc6f9a370499e864a6e9
author: Simon Tatham <anakin@pobox.com>
date: Tue Sep 6 18:28:04 EDT 2005
I arranged that dying after the game was already completed didn't increment the deaths counter. In doing so, I incorrectly handled the borderline case, so that a death incurred _in the act_ of collecting the final gem also didn't increment the deaths counter. Now it does. [originally from svn r6277]
--- a/inertia.c
+++ b/inertia.c
@@ -710,11 +710,11 @@
/*
* Increment the deaths counter. We only do this if
* ui->just_made_move is set (redoing a suicide move doesn't
- * kill you _again_), and also we only do it if the game isn't
- * completed (once you're finished, you can play).
+ * kill you _again_), and also we only do it if the game wasn't
+ * already completed (once you're finished, you can play).
*/
if (!oldstate->dead && newstate->dead && ui->just_made_move &&
- newstate->gems) {
+ oldstate->gems) {
ui->deaths++;
ui->just_died = TRUE;
} else {