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authorSimon Tatham <anakin@pobox.com>2005-07-10 10:06:04 +0000
committerSimon Tatham <anakin@pobox.com>2005-07-10 10:06:04 +0000
commit145301d0dc5b75a89620ffe88bc8a890699eef59 (patch)
tree5c9dcee0d3157b1b64760a7909e199c51b35db56 /samegame.c
parentac36314b021854a642593be87a99cad9b04333a5 (diff)
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Change of policy on game_changed_state(). Originally, it was called
by the midend every time the game state changed _other_ than as a result of make_move(), on the basis that when the game state changed due to make_move() the game backend had probably noticed anyway. However, when make_move() split up, this became more fiddly: if the game_ui had to be updated based on some property of the final game state, then execute_move() couldn't do it because it didn't have a pointer to the game_ui, but it was fiddly to do it in interpret_move() because that didn't directly have a copy of the finished game state to examine. Same Game (the only game to be affected) had to deal with this by actually having interpret_move() _call_ execute_move() to construct a temporary new game state, update the UI, and then throw it away. So now, game_changed_state() is called _every_ time the current game state changes, which means that if anything needs doing to the game_ui as a result of examining the new game state, it can be done there and save a lot of effort. [originally from svn r6087]
Diffstat (limited to 'samegame.c')
-rw-r--r--samegame.c26
1 files changed, 9 insertions, 17 deletions
diff --git a/samegame.c b/samegame.c
index 5a52303..6653799 100644
--- a/samegame.c
+++ b/samegame.c
@@ -429,6 +429,14 @@ static void game_changed_state(game_ui *ui, game_state *oldstate,
game_state *newstate)
{
sel_clear(ui, newstate);
+
+ /*
+ * If the game state has just changed into an unplayable one
+ * (either completed or impossible), we vanish the keyboard-
+ * control cursor.
+ */
+ if (newstate->complete || newstate->impossible)
+ ui->displaysel = 0;
}
static char *sel_movedesc(game_ui *ui, game_state *state)
@@ -588,8 +596,6 @@ struct game_drawstate {
int *tiles; /* contains colour and SELECTED. */
};
-static game_state *execute_move(game_state *from, char *move);
-
static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
int x, int y, int button)
{
@@ -624,22 +630,8 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds,
if (ISSEL(ui,tx,ty)) {
if (button == RIGHT_BUTTON)
sel_clear(ui, state);
- else {
- game_state *tmp;
-
+ else
ret = sel_movedesc(ui, state);
-
- /*
- * Unfortunately, we must check for completeness or
- * impossibility now, in order to update the game_ui;
- * and we can't do that without constructing the new
- * grid. Sigh.
- */
- tmp = execute_move(state, ret);
- if (tmp->complete || tmp->impossible)
- ui->displaysel = 0;
- free_game(tmp);
- }
} else {
sel_clear(ui, state); /* might be no-op */
sel_expand(ui, state, tx, ty);