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authorSimon Tatham <anakin@pobox.com>2005-10-22 17:00:35 +0000
committerSimon Tatham <anakin@pobox.com>2005-10-22 17:00:35 +0000
commita3b837c69845e5ccfd3bc29ee72c9b3e6ea9adec (patch)
tree7da8e4beedccbf2434266bdfd3aee863ffe37a4e /net.c
parentd31f3ac3a5e1770c4fb9743480dfddcc8ec3dc11 (diff)
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Cleanup: remove the `just_used_solve' field from a number of games
which didn't actually need it. It was originally introduced in Fifteen to suppress animation on Solve moves, but midend.c now does that centrally unless the game specifically instructs it otherwise. Therefore, just_used_solve is obsolete in all games which previously used it. (Mines was even worse: it scrupulously maintained the correctness of the field but never used it!) Untangle is exempt from this cleanup: its `just_solved' field is used to change the _length_ of the animation on Solve moves, not to suppress it entirely, and so it has to stay. [originally from svn r6419]
Diffstat (limited to 'net.c')
-rw-r--r--net.c15
1 files changed, 3 insertions, 12 deletions
diff --git a/net.c b/net.c
index fc1b0fe..ad970b6 100644
--- a/net.c
+++ b/net.c
@@ -80,7 +80,7 @@ struct game_params {
struct game_state {
int width, height, wrapping, completed;
int last_rotate_x, last_rotate_y, last_rotate_dir;
- int used_solve, just_used_solve;
+ int used_solve;
unsigned char *tiles;
unsigned char *barriers;
};
@@ -1526,7 +1526,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
h = state->height = params->height;
state->wrapping = params->wrapping;
state->last_rotate_dir = state->last_rotate_x = state->last_rotate_y = 0;
- state->completed = state->used_solve = state->just_used_solve = FALSE;
+ state->completed = state->used_solve = FALSE;
state->tiles = snewn(state->width * state->height, unsigned char);
memset(state->tiles, 0, state->width * state->height);
state->barriers = snewn(state->width * state->height, unsigned char);
@@ -1606,7 +1606,6 @@ static game_state *dup_game(game_state *state)
ret->wrapping = state->wrapping;
ret->completed = state->completed;
ret->used_solve = state->used_solve;
- ret->just_used_solve = state->just_used_solve;
ret->last_rotate_dir = state->last_rotate_dir;
ret->last_rotate_x = state->last_rotate_x;
ret->last_rotate_y = state->last_rotate_y;
@@ -2019,11 +2018,10 @@ static game_state *execute_move(game_state *from, char *move)
int tx, ty, n, noanim, orig;
ret = dup_game(from);
- ret->just_used_solve = FALSE;
if (move[0] == 'J' || move[0] == 'S') {
if (move[0] == 'S')
- ret->just_used_solve = ret->used_solve = TRUE;
+ ret->used_solve = TRUE;
move++;
if (*move == ';')
@@ -2653,13 +2651,6 @@ static float game_anim_length(game_state *oldstate,
int last_rotate_dir;
/*
- * Don't animate an auto-solve move.
- */
- if ((dir > 0 && newstate->just_used_solve) ||
- (dir < 0 && oldstate->just_used_solve))
- return 0.0F;
-
- /*
* Don't animate if last_rotate_dir is zero.
*/
last_rotate_dir = dir==-1 ? oldstate->last_rotate_dir :