Change of policy on game_changed_state(). Originally, it was called
[sgt/puzzles] / samegame.c
index 5a52303..6653799 100644 (file)
@@ -429,6 +429,14 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
                                game_state *newstate)
 {
     sel_clear(ui, newstate);
+
+    /*
+     * If the game state has just changed into an unplayable one
+     * (either completed or impossible), we vanish the keyboard-
+     * control cursor.
+     */
+    if (newstate->complete || newstate->impossible)
+       ui->displaysel = 0;
 }
 
 static char *sel_movedesc(game_ui *ui, game_state *state)
@@ -588,8 +596,6 @@ struct game_drawstate {
     int *tiles; /* contains colour and SELECTED. */
 };
 
-static game_state *execute_move(game_state *from, char *move);
-
 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
                            int x, int y, int button)
 {
@@ -624,22 +630,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
     if (ISSEL(ui,tx,ty)) {
        if (button == RIGHT_BUTTON)
            sel_clear(ui, state);
-       else {
-           game_state *tmp;
-
+       else
            ret = sel_movedesc(ui, state);
-
-           /*
-            * Unfortunately, we must check for completeness or
-            * impossibility now, in order to update the game_ui;
-            * and we can't do that without constructing the new
-            * grid. Sigh.
-            */
-           tmp = execute_move(state, ret);
-           if (tmp->complete || tmp->impossible)
-               ui->displaysel = 0;
-           free_game(tmp);
-       }
     } else {
        sel_clear(ui, state); /* might be no-op */
        sel_expand(ui, state, tx, ty);