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| author | Simon Tatham <anakin@pobox.com> | 2005-10-22 17:00:35 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2005-10-22 17:00:35 +0000 |
| commit | a3b837c69845e5ccfd3bc29ee72c9b3e6ea9adec (patch) | |
| tree | 7da8e4beedccbf2434266bdfd3aee863ffe37a4e /net.c | |
| parent | d31f3ac3a5e1770c4fb9743480dfddcc8ec3dc11 (diff) | |
| download | puzzles-a3b837c69845e5ccfd3bc29ee72c9b3e6ea9adec.zip puzzles-a3b837c69845e5ccfd3bc29ee72c9b3e6ea9adec.tar.gz puzzles-a3b837c69845e5ccfd3bc29ee72c9b3e6ea9adec.tar.bz2 puzzles-a3b837c69845e5ccfd3bc29ee72c9b3e6ea9adec.tar.xz | |
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Therefore, just_used_solve is obsolete in all games which previously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.c | 15 |
1 files changed, 3 insertions, 12 deletions
@@ -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 : |