From 8a23df4efc64b988c6b7e7b6c7a6e80f05f739ce Mon Sep 17 00:00:00 2001 From: simon Date: Mon, 10 Oct 2005 16:31:26 +0000 Subject: [PATCH] Fixes for handling human-entered Flip games. The clicked-on square always got a flip animation even when it wasn't one of the ones being turned, and a square with no effect at all was still counting as a move. Since it's an invariant of Flip's internal generator that every square includes itself as an effect, this never comes up in auto- generated games. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@6384 cda61777-01e9-0310-a592-d414129be87e --- flip.c | 26 ++++++++++++++++++++------ 1 file changed, 20 insertions(+), 6 deletions(-) diff --git a/flip.c b/flip.c index ad4502d..44fcf15 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 || @@ -1179,6 +1193,7 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, int fx, fy, fd; int v = state->grid[i]; int vv; + int hintmask = (state->hints_active ? ~0 : ~2); if (flashframe >= 0) { fx = (w+1)/2 - min(x+1, w-x); @@ -1190,12 +1205,11 @@ static void game_redraw(drawing *dr, game_drawstate *ds, game_state *oldstate, v &= ~1; } - if (!state->hints_active) - v &= ~2; + v &= hintmask; 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]) & hintmask)) vv = 255; /* means `animated' */ else vv = v; -- 2.11.0