Patch from Ben Hutchings to allow user-initiated tilesize changes to persist
[sgt/puzzles] / flip.c
diff --git a/flip.c b/flip.c
index ad4502d..0a537c3 100644 (file)
--- a/flip.c
+++ b/flip.c
@@ -897,7 +897,7 @@ struct game_drawstate {
 static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
                            int x, int y, int button)
 {
-    int w = state->w, h = state->h /*, wh = w * h */;
+    int w = state->w, h = state->h, wh = w * h;
     char buf[80], *nullret = NULL;
 
     if (button == LEFT_BUTTON || button == CURSOR_SELECT ||
@@ -913,8 +913,22 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
         nullret = "";
 
         if (tx >= 0 && tx < w && ty >= 0 && ty < h) {
-           sprintf(buf, "M%d,%d", tx, ty);
-           return dupstr(buf);
+            /*
+             * It's just possible that a manually entered game ID
+             * will have at least one square do nothing whatsoever.
+             * If so, we avoid encoding a move at all.
+             */
+            int i = ty*w+tx, j, makemove = FALSE;
+            for (j = 0; j < wh; j++) {
+                if (state->matrix->matrix[i*wh+j])
+                    makemove = TRUE;
+            }
+            if (makemove) {
+                sprintf(buf, "M%d,%d", tx, ty);
+                return dupstr(buf);
+            } else {
+                return NULL;
+            }
         }
     }
     else if (button == CURSOR_UP || button == CURSOR_DOWN ||
@@ -1005,7 +1019,7 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
     ds->tilesize = tilesize;
 }
 
-static float *game_colours(frontend *fe, game_state *state, int *ncolours)
+static float *game_colours(frontend *fe, int *ncolours)
 {
     float *ret = snewn(3 * NCOLOURS, float);
 
@@ -1195,7 +1209,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
         if (ui->cdraw && ui->cx == x && ui->cy == y)
             v |= 4;
 
-       if (oldstate && state->grid[i] != oldstate->grid[i])
+       if (oldstate && ((state->grid[i] ^ oldstate->grid[i]) &~ 2))
            vv = 255;                  /* means `animated' */
        else
            vv = v;
@@ -1234,11 +1248,6 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
-static int game_wants_statusbar(void)
-{
-    return TRUE;
-}
-
 static int game_timing_state(game_state *state, game_ui *ui)
 {
     return TRUE;
@@ -1257,7 +1266,7 @@ static void game_print(drawing *dr, game_state *state, int tilesize)
 #endif
 
 const struct game thegame = {
-    "Flip", "games.flip",
+    "Flip", "games.flip", "flip",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -1288,7 +1297,7 @@ const struct game thegame = {
     game_anim_length,
     game_flash_length,
     FALSE, FALSE, game_print_size, game_print,
-    game_wants_statusbar,
+    TRUE,                             /* wants_statusbar */
     FALSE, game_timing_state,
-    0,                                /* mouse_priorities */
+    0,                                /* flags */
 };