game_ui *ui;
float anim_time, anim_pos;
float flash_time, flash_pos;
+ int dir;
};
#define ensure(me) do { \
me->npresets = me->presetsize = 0;
me->anim_time = me->anim_pos = 0.0F;
me->flash_time = me->flash_pos = 0.0F;
+ me->dir = 0;
me->ui = NULL;
return me;
{
if (me->statepos > 1) {
me->statepos--;
+ me->dir = -1;
return 1;
} else
return 0;
{
if (me->statepos < me->nstates) {
me->statepos++;
+ me->dir = +1;
return 1;
} else
return 0;
if (me->oldstate || me->statepos > 1) {
flashtime = game_flash_length(me->oldstate ? me->oldstate :
me->states[me->statepos-2],
- me->states[me->statepos-1]);
+ me->states[me->statepos-1],
+ me->oldstate ? me->dir : +1);
if (flashtime > 0) {
me->flash_pos = 0.0F;
me->flash_time = flashtime;
free_game(me->oldstate);
me->oldstate = NULL;
me->anim_pos = me->anim_time = 0;
+ me->dir = 0;
if (me->flash_time == 0 && me->anim_time == 0)
deactivate_timer(me->frontend);
ensure(me);
me->states[me->nstates] = s;
me->statepos = ++me->nstates;
+ me->dir = +1;
} else {
free_game(oldstate);
return 1;
/*
* See if this move requires an animation.
*/
- anim_time = game_anim_length(oldstate, me->states[me->statepos-1]);
+ anim_time = game_anim_length(oldstate, me->states[me->statepos-1], me->dir);
me->oldstate = oldstate;
if (anim_time > 0) {
start_draw(me->frontend);
if (me->oldstate && me->anim_time > 0 &&
me->anim_pos < me->anim_time) {
+ assert(me->dir != 0);
game_redraw(me->frontend, me->drawstate, me->oldstate,
- me->states[me->statepos-1], me->ui, me->anim_pos,
- me->flash_pos);
+ me->states[me->statepos-1], me->dir,
+ me->ui, me->anim_pos, me->flash_pos);
} else {
game_redraw(me->frontend, me->drawstate, NULL,
- me->states[me->statepos-1], me->ui, 0.0,
- me->flash_pos);
+ me->states[me->statepos-1], +1 /*shrug*/,
+ me->ui, 0.0, me->flash_pos);
}
end_draw(me->frontend);
}