}
sfree(colors);
+ remove_assoc_with_opposite(state, tile);
add_assoc(state, tile, dot);
+ remove_assoc_with_opposite(state, opposite);
add_assoc(state, opposite, dot);
}
game_update_dots(state);
+ if (state->ndots == 1) goto generate;
+
#ifdef DEBUGGING
{
char *tmp = encode_game(state);
if (INUI(state, px, py)) {
sp = &SPACE(state, px, py);
- if (!(sp->flags & F_DOT) && !(sp->flags & F_TILE_ASSOC))
+ if (!(sp->flags & F_DOT))
sprintf(buf + strlen(buf), "%sA%d,%d,%d,%d",
sep, px, py, ui->dotx, ui->doty);
}
for (x = 0; x < w; x++) {
unsigned long flags = 0;
int ddx = 0, ddy = 0;
- space *sp;
+ space *sp, *opp;
int dx, dy;
/*
* everything goes briefly back to background colour.
*/
sp = &SPACE(state, x*2+1, y*2+1);
+ if (sp->flags & F_TILE_ASSOC) {
+ opp = tile_opposite(state, sp);
+ } else {
+ opp = NULL;
+ }
if (ds->colour_scratch[y*w+x] && !flashing) {
flags |= (ds->colour_scratch[y*w+x] == 2 ?
DRAW_BLACK : DRAW_WHITE);
*/
if ((sp->flags & F_TILE_ASSOC) && !ds->colour_scratch[y*w+x]) {
if (ui->dragging && ui->srcx == x*2+1 && ui->srcy == y*2+1) {
- /* don't do it */
+ /* tile is the source, don't do it */
+ } else if (ui->dragging && opp && ui->srcx == opp->x && ui->srcy == opp->y) {
+ /* opposite tile is the source, don't do it */
} else if (sp->doty != y*2+1 || sp->dotx != x*2+1) {
flags |= DRAW_ARROW;
ddy = sp->doty - (y*2+1);