X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/ca58cbd15a357784d0877d64a62b4c227610db50..888050f2206455bfe5f1470dd38e19b6cfc69b65:/flip.c diff --git a/flip.c b/flip.c index ad4502d..0a537c3 100644 --- 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 */ };