Stop the analysis pass in Loopy's redraw routine from being
[sgt/puzzles] / flip.c
diff --git a/flip.c b/flip.c
index 2d1a271..c30e484 100644 (file)
--- a/flip.c
+++ b/flip.c
@@ -853,6 +853,11 @@ static char *solve_game(game_state *state, game_state *currstate,
     return ret;
 }
 
+static int game_can_format_as_text_now(game_params *params)
+{
+    return TRUE;
+}
+
 static char *game_text_format(game_state *state)
 {
     return NULL;
@@ -894,14 +899,13 @@ struct game_drawstate {
     int tilesize;
 };
 
-static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
+static char *interpret_move(game_state *state, game_ui *ui, const 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 ||
-        button == ' ' || button == '\r' || button == '\n') {
+    if (button == LEFT_BUTTON || IS_CURSOR_SELECT(button)) {
         int tx, ty;
         if (button == LEFT_BUTTON) {
             tx = FROMCOORD(x), ty = FROMCOORD(y);
@@ -913,12 +917,25 @@ 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 ||
-            button == CURSOR_RIGHT || button == CURSOR_LEFT) {
+    else if (IS_CURSOR_MOVE(button)) {
         int dx = 0, dy = 0;
         switch (button) {
         case CURSOR_UP:         dy = -1; break;
@@ -1005,7 +1022,7 @@ 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);
 
@@ -1082,12 +1099,12 @@ static void draw_tile(drawing *dr, game_drawstate *ds,
 
        coords[0] = bx + TILE_SIZE;
        coords[1] = by;
-       coords[2] = bx + TILE_SIZE * animtime;
-       coords[3] = by + TILE_SIZE * animtime;
+       coords[2] = bx + (int)((float)TILE_SIZE * animtime);
+       coords[3] = by + (int)((float)TILE_SIZE * animtime);
        coords[4] = bx;
        coords[5] = by + TILE_SIZE;
-       coords[6] = bx + TILE_SIZE - TILE_SIZE * animtime;
-       coords[7] = by + TILE_SIZE - TILE_SIZE * animtime;
+       coords[6] = bx + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
+       coords[7] = by + TILE_SIZE - (int)((float)TILE_SIZE * animtime);
 
        colour = (tile & 1 ? COL_WRONG : COL_RIGHT);
        if (animtime < 0.5)
@@ -1168,7 +1185,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate,
     }
 
     if (flashtime)
-       flashframe = flashtime / FLASH_FRAME;
+       flashframe = (int)(flashtime / FLASH_FRAME);
     else
        flashframe = -1;
 
@@ -1195,7 +1212,7 @@ 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;
@@ -1234,9 +1251,9 @@ static float game_flash_length(game_state *oldstate, game_state *newstate,
     return 0.0F;
 }
 
-static int game_wants_statusbar(void)
+static int game_status(game_state *state)
 {
-    return TRUE;
+    return state->completed ? +1 : 0;
 }
 
 static int game_timing_state(game_state *state, game_ui *ui)
@@ -1244,20 +1261,20 @@ static int game_timing_state(game_state *state, game_ui *ui)
     return TRUE;
 }
 
-    static void game_print_size(game_params *params, float *x, float *y)
-    {
-    }
-    
-    static void game_print(drawing *dr, game_state *state, int tilesize)
-    {
-    }
-    
+static void game_print_size(game_params *params, float *x, float *y)
+{
+}
+
+static void game_print(drawing *dr, game_state *state, int tilesize)
+{
+}
+
 #ifdef COMBINED
 #define thegame flip
 #endif
 
 const struct game thegame = {
-    "Flip", "games.flip",
+    "Flip", "games.flip", "flip",
     default_params,
     game_fetch_preset,
     decode_params,
@@ -1272,7 +1289,7 @@ const struct game thegame = {
     dup_game,
     free_game,
     TRUE, solve_game,
-    FALSE, game_text_format,
+    FALSE, game_can_format_as_text_now, game_text_format,
     new_ui,
     free_ui,
     encode_ui,
@@ -1287,8 +1304,9 @@ const struct game thegame = {
     game_redraw,
     game_anim_length,
     game_flash_length,
+    game_status,
     FALSE, FALSE, game_print_size, game_print,
-    game_wants_statusbar,
+    TRUE,                             /* wants_statusbar */
     FALSE, game_timing_state,
-    0,                                /* mouse_priorities */
+    0,                                /* flags */
 };